GCSDK::CGCClient::BInit
0x0005eb00 · 92 bytes · __thiscall
_ZN5GCSDK9CGCClient5BInitEP21ISteamGameCoordinator
Decompiled
undefined (2 params)
/* GCSDK::CGCClient::BInit(ISteamGameCoordinator*) */
undefined4 __thiscall GCSDK::CGCClient::BInit(CGCClient *this,ISteamGameCoordinator *param_1)
{
*(ISteamGameCoordinator **)(this + 0x18) = param_1;
if (((byte)this[4] & 1) != 0) {
SteamAPI_UnregisterCallback(this);
}
*(CGCClient **)(this + 0xc) = this;
*(code **)(this + 0x10) = OnGCMessageAvailable;
*(undefined4 *)(this + 0x14) = 0;
SteamAPI_RegisterCallback(this,0x6a5);
OnGCMessageAvailable((GCMessageAvailable_t *)this);
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.