CAppSystemGroup::AddSystem
0x0026bda0 · 76 bytes · __thiscall
_ZN15CAppSystemGroup9AddSystemEP10IAppSystemPKc
Decompiled
undefined (3 params)
/* CAppSystemGroup::AddSystem(IAppSystem*, char const*) */
void __thiscall CAppSystemGroup::AddSystem(CAppSystemGroup *this,IAppSystem *param_1,char *param_2)
{
int local_10 [2];
if (param_1 != (IAppSystem *)0x0) {
local_10[0] = CUtlVector<IAppSystem*,CUtlMemory<IAppSystem*,int>>::InsertBefore
((CUtlVector<IAppSystem*,CUtlMemory<IAppSystem*,int>> *)(this + 0x18),
*(int *)(this + 0x24),¶m_1);
CUtlDict<int,unsigned_short>::Insert
((CUtlDict<int,unsigned_short> *)(this + 0x2c),param_2,local_10);
}
return;
}
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.