L L4D2node

CSteamApplication::Startup

0x0026dd40 · 103 bytes · __thiscall

_ZN17CSteamApplication7StartupEv

Decompiled

undefined (1 param)

/* CSteamApplication::Startup() */

undefined4 __thiscall CSteamApplication::Startup(CSteamApplication *this)

{
  undefined4 uVar1;
  int iVar2;
  
  uVar1 = CAppSystemGroup::Startup((CAppSystemGroup *)this);
  iVar2 = CAppSystemGroup::GetErrorStage((CAppSystemGroup *)this);
  if (iVar2 == 8) {
    iVar2 = FileSystem_SetBasePaths(*(IFileSystem **)(this + 0x50));
    uVar1 = 0;
    if (iVar2 == 0) {
      CSteamAppSystemGroup::Setup
                (*(CSteamAppSystemGroup **)(this + 0x54),*(IFileSystem **)(this + 0x50),
                 (CAppSystemGroup *)this);
                    /* WARNING: Could not recover jumptable at 0x0026dda8. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      uVar1 = (**(code **)(**(int **)(this + 0x54) + 0x14))();
      return uVar1;
    }
  }
  return uVar1;
}

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)