Sys_LoadInterface
0x00b6c9b0 · 132 bytes · __cdecl
_Z17Sys_LoadInterfacePKcS0_PP10CSysModulePPv
Decompiled
undefined (4 params)
/* Sys_LoadInterface(char const*, char const*, CSysModule**, void**) */
undefined4 Sys_LoadInterface(char *param_1,char *param_2,CSysModule **param_3,void **param_4)
{
CSysModule *pCVar1;
code *pcVar2;
void *pvVar3;
pCVar1 = (CSysModule *)Sys_LoadModule(param_1,0);
if (pCVar1 == (CSysModule *)0x0) {
return 0;
}
pcVar2 = (code *)dlsym(pCVar1,"CreateInterface");
if (pcVar2 != (code *)0x0) {
pvVar3 = (void *)(*pcVar2)(param_2,0);
*param_4 = pvVar3;
if (pvVar3 != (void *)0x0) {
if (param_3 != (CSysModule **)0x0) {
*param_3 = pCVar1;
}
return 1;
}
}
dlclose(pCVar1);
return 0;
}
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.