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 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.