L L4D2node

GCSDK::CGCBase::BInit

0x00079ed0 · 88 bytes · __thiscall

_ZN5GCSDK7CGCBase5BInitEjPKcP20IGameCoordinatorHost

Decompiled

undefined (4 params)

/* GCSDK::CGCBase::BInit(unsigned int, char const*, IGameCoordinatorHost*) */

undefined4 __thiscall
GCSDK::CGCBase::BInit(CGCBase *this,uint param_1,char *param_2,IGameCoordinatorHost *param_3)

{
  *(uint *)(this + 400) = param_1;
  *(IGameCoordinatorHost **)(this + 0x1a4) = param_3;
  CUtlString::operator=((CUtlString *)(this + 0x194),param_2);
  SetGCHost(param_3);
  g_pGCBase = this;
  CMessageList::BInit((CMessageList *)g_theMessageList);
  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)