L L4D2node

CSteamApplication::CSteamApplication

0x0026dd00 · 51 bytes · __thiscall

_ZN17CSteamApplicationC2EP20CSteamAppSystemGroup

Decompiled

undefined (2 params)

/* CSteamApplication::CSteamApplication(CSteamAppSystemGroup*) */

void __thiscall
CSteamApplication::CSteamApplication(CSteamApplication *this,CSteamAppSystemGroup *param_1)

{
  CAppSystemGroup::CAppSystemGroup((CAppSystemGroup *)this,(CAppSystemGroup *)0x0);
  *(undefined ***)this = &PTR_Create_002cd0e8;
  *(undefined4 *)(this + 0x50) = 0;
  *(CSteamAppSystemGroup **)(this + 0x54) = param_1;
  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)