L L4D2node

CServerGameDLL::LevelInit_ParseAllEntities

0x006506e0 · 69 bytes · __cdecl

_ZN14CServerGameDLL26LevelInit_ParseAllEntitiesEPKc

Decompiled

undefined (1 param)

/* CServerGameDLL::LevelInit_ParseAllEntities(char const*) */

void CServerGameDLL::LevelInit_ParseAllEntities(char *param_1)

{
  char *pcVar1;
  int iVar2;
  undefined4 uStack00000008;
  
  pcVar1 = "";
  if (*(char **)(gpGlobals + 0x3c) != (char *)0x0) {
    pcVar1 = *(char **)(gpGlobals + 0x3c);
  }
  iVar2 = _V_strcmp(pcVar1,"cs_");
  if (iVar2 == 0) {
    return;
  }
  uStack00000008 = 0;
                    /* WARNING: Could not recover jumptable at 0x00650725. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*(int *)g_pResponseSystem + 0x10))();
  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)