L L4D2node

IGameSystem::InitAllSystems

0x00468530 · 458 bytes · __cdecl

_ZN11IGameSystem14InitAllSystemsEv

Decompiled

undefined (0 params)

/* IGameSystem::InitAllSystems() */

undefined4 IGameSystem::InitAllSystems(void)

{
  IGameSystem *pIVar1;
  int *piVar2;
  int *piVar3;
  int *piVar4;
  char cVar5;
  int iVar6;
  undefined4 uVar7;
  int local_20;
  
  for (pIVar1 = s_pSystemList; pIVar1 != (IGameSystem *)0x0; pIVar1 = *(IGameSystem **)(pIVar1 + 4))
  {
    if (DAT_00f7cd98 < 1) {
LAB_00468578:
      Add(pIVar1);
    }
    else {
      if (pIVar1 != (IGameSystem *)*s_GameSystems) {
        iVar6 = 0;
        do {
          iVar6 = iVar6 + 1;
          if (iVar6 == DAT_00f7cd98) goto LAB_00468578;
        } while (pIVar1 != (IGameSystem *)s_GameSystems[iVar6]);
        if (iVar6 == -1) goto LAB_00468578;
      }
      DevWarning(1,"AutoGameSystem already added to game system list!!!\n");
    }
  }
  s_pSystemList = (IGameSystem *)0x0;
  pIVar1 = s_pPerFrameSystemList;
  do {
    if (pIVar1 == (IGameSystem *)0x0) {
      s_bSystemsInitted = 1;
      s_pSystemList = (IGameSystem *)0x0;
      if (0 < DAT_00f7cd98) {
        local_20 = 0;
        do {
          piVar3 = mdlcache;
          (**(code **)(*mdlcache + 0xb8))(mdlcache);
          piVar4 = mdlcache;
                    /* try { // try from 0046864d to 0046864f has its CatchHandler @ 00468717 */
          (**(code **)(*mdlcache + 0x68))(mdlcache);
          piVar2 = (int *)s_GameSystems[local_20];
                    /* try { // try from 00468660 to 00468693 has its CatchHandler @ 0046872c */
          uVar7 = (**(code **)*piVar2)(piVar2);
          COM_TimestampedLog("%s->Init():Start",uVar7);
          cVar5 = (**(code **)(*piVar2 + 4))(piVar2);
          uVar7 = (**(code **)*piVar2)(piVar2);
          COM_TimestampedLog("%s->Init():Finish",uVar7);
          iVar6 = *piVar4;
          if (cVar5 == '\0') {
            (**(code **)(iVar6 + 0x6c))();
            (**(code **)(*piVar3 + 0xbc))(piVar3);
            return 0;
          }
          (**(code **)(iVar6 + 0x6c))(piVar4);
          (**(code **)(*piVar3 + 0xbc))(piVar3);
          local_20 = local_20 + 1;
        } while (local_20 < DAT_00f7cd98);
      }
      return 1;
    }
    if (DAT_00f7cd98 < 1) {
LAB_004685d0:
      Add(pIVar1);
    }
    else {
      if (pIVar1 != (IGameSystem *)*s_GameSystems) {
        iVar6 = 0;
        do {
          iVar6 = iVar6 + 1;
          if (iVar6 == DAT_00f7cd98) goto LAB_004685d0;
        } while (pIVar1 != (IGameSystem *)s_GameSystems[iVar6]);
        if (iVar6 == -1) goto LAB_004685d0;
      }
      DevWarning(1,"AutoGameSystem already added to game system list!!!\n");
    }
    pIVar1 = *(IGameSystem **)(pIVar1 + 4);
  } while( true );
}

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)