L L4D2node

CToolFrameworkServer::Init

0x00b08a00 · 71 bytes · __thiscall

_ZN20CToolFrameworkServer4InitEv

Decompiled

undefined (1 param)

/* CToolFrameworkServer::Init() */

undefined4 __thiscall CToolFrameworkServer::Init(CToolFrameworkServer *this)

{
  int iVar1;
  undefined4 uVar2;
  code *local_18 [5];
  
  FactoryList_Retrieve((factorylist_t *)local_18);
  iVar1 = (*local_18[0])("VSERVERENGINETOOLS001",0);
  *(int *)(this + 0x10) = iVar1;
  if (iVar1 == 0) {
    uVar2 = (**(code **)(*engine + 8))(engine);
    if ((char)uVar2 == '\0') {
      return uVar2;
    }
  }
  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)