InternalFactory
0x00057c90 · 84 bytes · __cdecl
_ZL15InternalFactoryPKcPi
Decompiled
undefined (2 params)
/* InternalFactory(char const*, int*) */
void InternalFactory(char *param_1,int *param_2)
{
int iVar1;
code *pcVar2;
if (param_2 != (int *)0x0) {
*param_2 = 0;
}
if ((s_pfnDelegateFactory != (code *)0x0) &&
(iVar1 = (*s_pfnDelegateFactory)(param_1,param_2), iVar1 != 0)) {
return;
}
pcVar2 = (code *)Sys_GetFactoryThis();
iVar1 = (*pcVar2)(param_1,param_2);
if ((iVar1 == 0) && (param_2 != (int *)0x0)) {
*param_2 = 1;
}
return;
}
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.