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 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.