L L4D2node

CMatchExtensions::RegisterExtensionInterface

0x00057fe0 · 145 bytes · __thiscall

_ZN16CMatchExtensions26RegisterExtensionInterfaceEPKcPv

Decompiled

undefined (3 params)

/* CMatchExtensions::RegisterExtensionInterface(char const*, void*) */

void __thiscall
CMatchExtensions::RegisterExtensionInterface(CMatchExtensions *this,char *param_1,void *param_2)

{
  undefined4 *puVar1;
  uint uVar2;
  ushort local_1e [7];
  
  if ((param_1 != (char *)0x0) && (param_2 != (void *)0x0)) {
    CUtlSymbolTable::AddString((char *)local_1e);
    uVar2 = (uint)local_1e[0];
    if (*(int *)(this + 0x10) <= (int)uVar2) {
      CUtlVector<CMatchExtensions::RegisteredInterface_t,CUtlMemory<CMatchExtensions::RegisteredInterface_t,int>>
      ::EnsureCount((CUtlVector<CMatchExtensions::RegisteredInterface_t,CUtlMemory<CMatchExtensions::RegisteredInterface_t,int>>
                     *)(this + 4),uVar2 + 1);
    }
    puVar1 = (undefined4 *)(*(int *)(this + 4) + uVar2 * 8);
    if ((int)puVar1[1] < 1) {
      *puVar1 = param_2;
    }
    puVar1[1] = puVar1[1] + 1;
    OnExtensionInterfaceUpdated(this,param_1,param_2);
    return;
  }
  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)