L L4D2node

IGameSystem::LevelInitPreEntityAllSystems

0x00468780 · 176 bytes · __cdecl

_ZN11IGameSystem28LevelInitPreEntityAllSystemsEPKc

Decompiled

undefined (1 param)

/* IGameSystem::LevelInitPreEntityAllSystems(char const*) */

void IGameSystem::LevelInitPreEntityAllSystems(char *param_1)

{
  int *piVar1;
  int *piVar2;
  int *piVar3;
  int iVar4;
  int iVar5;
  
  if (s_pMapName != (void *)0x0) {
    operator_delete__(s_pMapName);
  }
  iVar4 = _V_strlen(param_1);
  s_pMapName = operator_new__(iVar4 + 1U);
  V_strncpy(s_pMapName,param_1,iVar4 + 1U);
  iVar4 = DAT_00f7cd98;
  if (0 < DAT_00f7cd98) {
    iVar5 = 0;
    do {
      piVar2 = mdlcache;
      piVar1 = *(int **)(s_GameSystems + iVar5 * 4);
      (**(code **)(*mdlcache + 0xb8))(mdlcache);
      piVar3 = mdlcache;
                    /* try { // try from 004687ff to 00468801 has its CatchHandler @ 00468830 */
      (**(code **)(*mdlcache + 0x68))(mdlcache);
                    /* try { // try from 0046880a to 0046880c has its CatchHandler @ 00468845 */
      (**(code **)(*piVar1 + 0x10))(piVar1);
      iVar5 = iVar5 + 1;
      (**(code **)(*piVar3 + 0x6c))(piVar3);
      (**(code **)(*piVar2 + 0xbc))(piVar2);
    } while (iVar5 != iVar4);
  }
  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)