CServerGameDLL::GameInit
0x006c4870 · 132 bytes · __cdecl
_ZN14CServerGameDLL8GameInitEv
Decompiled
undefined (0 params)
/* CServerGameDLL::GameInit() */
undefined4 CServerGameDLL::GameInit(void)
{
int iVar1;
ResetGlobalState();
(**(code **)(*engine + 0x94))(engine,"exec game.cfg\n");
(**(code **)(*engine + 0x98))(engine);
CBaseEntity::sm_bAccurateTriggerBboxChecks = 1;
iVar1 = (**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"game_init",0,0);
if (iVar1 != 0) {
(**(code **)(*gameeventmanager + 0x20))(gameeventmanager,iVar1,0);
}
return 1;
}
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.