L L4D2node

CSteamApplication::Create

0x0026db20 · 202 bytes · __thiscall

_ZN17CSteamApplication6CreateEv

Decompiled

undefined (1 param)

/* CSteamApplication::Create() */

undefined4 __thiscall CSteamApplication::Create(CSteamApplication *this)

{
  int iVar1;
  _func_void_ptr_char_ptr_int_ptr *p_Var2;
  undefined4 uVar3;
  int in_GS_OFFSET;
  char local_114 [260];
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  FileSystem_SetErrorMode(2);
  iVar1 = FileSystem_GetFileSystemDLLName(local_114,0x104,(bool *)(this + 0x58));
  uVar3 = 0;
  if (iVar1 == 0) {
    p_Var2 = (_func_void_ptr_char_ptr_int_ptr *)VStdLib_GetICVarFactory();
    iVar1 = CAppSystemGroup::LoadModule((CAppSystemGroup *)this,p_Var2);
    CAppSystemGroup::AddSystem((CAppSystemGroup *)this,iVar1,"VEngineCvar007");
    iVar1 = CAppSystemGroup::LoadModule((CAppSystemGroup *)this,local_114);
    iVar1 = CAppSystemGroup::AddSystem((CAppSystemGroup *)this,iVar1,"VFileSystem018");
    uVar3 = 1;
    *(int *)(this + 0x50) = iVar1;
    if (iVar1 == 0) {
      Error("Unable to load %s",local_114);
      uVar3 = 0;
    }
  }
  if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
    return uVar3;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)