ConnectTier1Libraries
0x00b7dfb0 · 201 bytes · __cdecl
_Z21ConnectTier1LibrariesPPFPvPKcPiEi
Decompiled
undefined (2 params)
/* ConnectTier1Libraries(void* (**)(char const*, int*), int) */
void ConnectTier1Libraries(_func_void_ptr_char_ptr_int_ptr *param_1,int param_2)
{
int iVar1;
if ((s_bConnected == '\0') && (s_bConnected = '\x01', 0 < param_2)) {
iVar1 = 0;
do {
if (g_pCVar == 0) {
g_pCVar = (**(code **)(param_1 + iVar1 * 4))("VEngineCvar007",0);
cvar = g_pCVar;
}
if (g_pProcessUtils == 0) {
g_pProcessUtils = (**(code **)(param_1 + iVar1 * 4))("VProcessUtils001",0);
}
if ((g_pPhysics2 == (int *)0x0) &&
(g_pPhysics2 = (int *)(**(code **)(param_1 + iVar1 * 4))("Physics2 Interface v0.5",0),
g_pPhysics2 != (int *)0x0)) {
g_pPhysics2ResourceManager = (**(code **)(*g_pPhysics2 + 0x28))(g_pPhysics2);
}
iVar1 = iVar1 + 1;
} while (iVar1 != param_2);
}
return;
}
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.