L L4D2node

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 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)