CMatchFramework::Connect
0x00057ad0 · 267 bytes · __thiscall
_ZN15CMatchFramework7ConnectEPFPvPKcPiE
Decompiled
undefined (2 params)
/* CMatchFramework::Connect(void* (*)(char const*, int*)) */
undefined4 __thiscall
CMatchFramework::Connect(CMatchFramework *this,_func_void_ptr_char_ptr_int_ptr *param_1)
{
undefined *puVar1;
int iVar2;
undefined **ppuVar3;
code *local_10 [2];
local_10[0] = InternalFactory;
s_pfnDelegateFactory = param_1;
ConnectTier1Libraries((_func_void_ptr_char_ptr_int_ptr *)local_10,1);
ConnectTier2Libraries((_func_void_ptr_char_ptr_int_ptr *)local_10,1);
ConVar_Register(0,(IConCommandBaseAccessor *)0x0);
ppuVar3 = &(anonymous_namespace)::s_table;
puVar1 = (anonymous_namespace)::s_table;
while (puVar1 != (undefined *)0x0) {
while ((*(char *)(ppuVar3 + 3) != '\0' || (iVar2 = (*local_10[0])(puVar1,0), iVar2 == 0))) {
ppuVar3 = ppuVar3 + 4;
puVar1 = *ppuVar3;
if (puVar1 == (undefined *)0x0) goto LAB_00057b80;
}
(*(code *)**(undefined4 **)g_pMatchExtensions)(g_pMatchExtensions,*ppuVar3,iVar2);
*(undefined1 *)(ppuVar3 + 3) = 1;
puVar1 = ppuVar3[4];
ppuVar3 = ppuVar3 + 4;
}
LAB_00057b80:
s_pfnDelegateFactory = (_func_void_ptr_char_ptr_int_ptr *)0x0;
MathLib_Init(2.2,2.2,0.0,2,true,true,true,true);
SteamApiContext_Init();
return 1;
}
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.