L L4D2node

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 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)