L L4D2node

CTerrorGameRules::LevelInitPostEntity

0x0050c300 · 109 bytes · __thiscall

_ZN16CTerrorGameRules19LevelInitPostEntityEv

Decompiled

undefined (1 param)

/* CTerrorGameRules::LevelInitPostEntity() */

void __thiscall CTerrorGameRules::LevelInitPostEntity(CTerrorGameRules *this)

{
  int iVar1;
  char cVar2;
  ConVarRef local_14 [4];
  int local_10;
  
  CCSGameRules::LevelInitPostEntity((CCSGameRules *)this);
  if (*(int *)(this + 0x48c) != 0) {
    CGameRulesProxy::NotifyNetworkStateChanged();
    *(undefined4 *)(this + 0x48c) = 0;
  }
  ConVarRef::ConVarRef(local_14,"sv_steamgroup");
  cVar2 = ConVarRef::IsValid(local_14);
  if ((cVar2 != '\0') && (iVar1 = *(int *)(local_10 + 0x30), iVar1 != *(int *)(this + 0x48c))) {
    CGameRulesProxy::NotifyNetworkStateChanged();
    *(int *)(this + 0x48c) = iVar1;
  }
  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)