L L4D2node

SteamInternal_Init_SteamApps

0x006ccc60 · 34 bytes · __cdecl

_Z28SteamInternal_Init_SteamAppsPP10ISteamApps

Decompiled

undefined (1 param)

/* SteamInternal_Init_SteamApps(ISteamApps**) */

void SteamInternal_Init_SteamApps(ISteamApps **param_1)

{
  undefined4 uVar1;
  ISteamApps *pIVar2;
  
  uVar1 = SteamAPI_GetHSteamUser();
  pIVar2 = (ISteamApps *)
           SteamInternal_FindOrCreateUserInterface(uVar1,"STEAMAPPS_INTERFACE_VERSION008");
  *param_1 = pIVar2;
  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)