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 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.