L L4D2node

ConnectTier2Libraries

0x000576d0 · 614 bytes · __cdecl

_Z21ConnectTier2LibrariesPPFPvPKcPiEi

Decompiled

undefined (2 params)

/* ConnectTier2Libraries(void* (**)(char const*, int*), int) */

void ConnectTier2Libraries(_func_void_ptr_char_ptr_int_ptr *param_1,int param_2)

{
  int iVar1;
  
  iVar1 = 0;
  if (0 < param_2) {
    do {
      if (g_pFullFileSystem == 0) {
        g_pFullFileSystem = (**(code **)param_1)("VFileSystem018",0);
      }
      if (materials == 0) {
        g_pMaterialSystem = (**(code **)param_1)("VMaterialSystem080",0);
        materials = g_pMaterialSystem;
      }
      if (g_pInputSystem == 0) {
        g_pInputSystem = (**(code **)param_1)("InputSystemVersion001",0);
      }
      if (g_pNetworkSystem == 0) {
        g_pNetworkSystem = (**(code **)param_1)("NetworkSystemVersion001",0);
      }
      if (g_pMaterialSystemHardwareConfig == 0) {
        g_pMaterialSystemHardwareConfig = (**(code **)param_1)("MaterialSystemHardwareConfig013",0);
      }
      if (g_pMaterialSystemDebugTextureInfo == 0) {
        g_pMaterialSystemDebugTextureInfo = (**(code **)param_1)("DebugTextureInfo001",0);
      }
      if (g_VBAllocTracker == 0) {
        g_VBAllocTracker = (**(code **)param_1)("VBAllocTracker001",0);
      }
      if (colorcorrection == 0) {
        colorcorrection = (**(code **)param_1)("COLORCORRECTION_VERSION_1",0);
      }
      if (p4 == 0) {
        p4 = (**(code **)param_1)(&DAT_000b39b0,0);
      }
      if (mdllib == 0) {
        mdllib = (**(code **)param_1)(&DAT_000b39b7,0);
      }
      if (g_pQueuedLoader == 0) {
        g_pQueuedLoader = (**(code **)param_1)("QueuedLoaderVersion001",0);
      }
      if (g_pResourceAccessControl == 0) {
        g_pResourceAccessControl = (**(code **)param_1)("VResourceAccessControl001",0);
      }
      if ((g_pPrecacheSystem == 0) &&
         (g_pPrecacheSystem = (**(code **)param_1)("VPrecacheSystem001",0), g_pPrecacheSystem != 0))
      {
        CBaseResourcePrecacher::RegisterAll();
      }
      if (g_pMatchFramework == 0) {
        g_pMatchFramework = (**(code **)param_1)("MATCHFRAMEWORK_001",0);
      }
      iVar1 = iVar1 + 1;
      param_1 = param_1 + 4;
    } while (iVar1 != param_2);
  }
  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)