L L4D2node

CTerrorEventLog::Init

0x0096fb70 · 214 bytes · __thiscall

_ZN15CTerrorEventLog4InitEv

Decompiled

undefined (1 param)

/* CTerrorEventLog::Init() */

undefined4 __thiscall CTerrorEventLog::Init(CTerrorEventLog *this)

{
  int *piVar1;
  
  CEventLog::Init((CEventLog *)this);
  piVar1 = gameeventmanager;
  this[8] = (CTerrorEventLog)0x1;
  (**(code **)(*piVar1 + 0x10))(piVar1,this,"round_end",1);
  piVar1 = gameeventmanager;
  this[8] = (CTerrorEventLog)0x1;
  (**(code **)(*piVar1 + 0x10))(piVar1,this,"round_start",1);
  piVar1 = gameeventmanager;
  this[8] = (CTerrorEventLog)0x1;
  (**(code **)(*piVar1 + 0x10))(piVar1,this,"player_hurt",1);
  piVar1 = gameeventmanager;
  this[8] = (CTerrorEventLog)0x1;
  (**(code **)(*piVar1 + 0x10))(piVar1,this,"player_incapacitated",1);
  piVar1 = gameeventmanager;
  this[8] = (CTerrorEventLog)0x1;
  (**(code **)(*piVar1 + 0x10))(piVar1,this,"player_spawn",1);
  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)