CAppSystemGroup::AddSystems
0x0026bd20 · 114 bytes · __thiscall
_ZN15CAppSystemGroup10AddSystemsEP15AppSystemInfo_t
Decompiled
undefined (2 params)
/* CAppSystemGroup::AddSystems(AppSystemInfo_t*) */
undefined4 __thiscall CAppSystemGroup::AddSystems(CAppSystemGroup *this,AppSystemInfo_t *param_1)
{
char cVar1;
char *pcVar2;
int iVar3;
pcVar2 = *(char **)param_1;
cVar1 = *pcVar2;
while( true ) {
if (cVar1 == '\0') {
return 1;
}
iVar3 = LoadModule(this,pcVar2);
iVar3 = AddSystem(this,iVar3,*(char **)(param_1 + 4));
if (iVar3 == 0) break;
param_1 = param_1 + 8;
pcVar2 = *(char **)param_1;
cVar1 = *pcVar2;
}
Warning("Unable to load interface %s from %s\n",*(undefined4 *)(param_1 + 4),
*(undefined4 *)param_1);
return 0;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)
Just a Signatures{} block, ready to drop into a gamedata
file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.