L L4D2node

CServerDemo::Init

0x005961b0 · 82 bytes · __thiscall

_ZN11CServerDemo4InitEPKcf

Decompiled

undefined (3 params)

/* CServerDemo::Init(char const*, float) */

bool __thiscall CServerDemo::Init(CServerDemo *this,char *param_1,float param_2)

{
  int iVar1;
  
  iVar1 = AllocateCircularBuffer(0x4000000);
  *(int *)this = iVar1;
  if (iVar1 != 0) {
    V_strncpy((char *)(this + 4),param_1,0x100);
    *(float *)(this + 0x118) = param_2;
  }
  return iVar1 != 0;
}

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)