L L4D2node

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 into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)