L L4D2node

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),&param_1);
    CUtlDict<int,unsigned_short>::Insert
              ((CUtlDict<int,unsigned_short> *)(this + 0x2c),param_2,local_10);
  }
  return;
}

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)