L L4D2node

CMatchTitle::Init

0x00037c50 · 223 bytes · __thiscall

_ZN11CMatchTitle4InitEv

Decompiled

undefined (1 param)

/* CMatchTitle::Init() */

undefined4 __thiscall CMatchTitle::Init(CMatchTitle *this)

{
  CMatchTitle *pCVar1;
  int *piVar2;
  
  piVar2 = *(int **)(g_pMatchExtensions + 0x68);
  if (piVar2 != (int *)0x0) {
    pCVar1 = this + 8;
    (**(code **)(*piVar2 + 0x10))(piVar2,pCVar1,"server_pre_shutdown",0);
    (**(code **)(*piVar2 + 0x10))(piVar2,pCVar1,"game_newmap",0);
    (**(code **)(*piVar2 + 0x10))(piVar2,pCVar1,"finale_start",0);
    (**(code **)(*piVar2 + 0x10))(piVar2,pCVar1,"round_start",0);
    (**(code **)(*piVar2 + 0x10))(piVar2,pCVar1,"round_end",0);
    (**(code **)(*piVar2 + 0x10))(piVar2,pCVar1,"difficulty_changed",0);
  }
  CMatchExtL4D::Initialize((CMatchExtL4D *)g_pMatchExtL4D);
  return 1;
}

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)