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 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.