L L4D2node

__CreateGameRules_CTeamplayRules

0x004d19e0 · 61 bytes · unknown

_Z32__CreateGameRules_CTeamplayRulesv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* __CreateGameRules_CTeamplayRules() */

void __CreateGameRules_CTeamplayRules(void)

{
  CTeamplayRules *this;
  
  this = malloc(0x240);
  _V_memset(this,0,0x240);
                    /* try { // try from 004d1a11 to 004d1a15 has its CatchHandler @ 004d1a1d */
  CTeamplayRules::CTeamplayRules(this);
  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)