L L4D2node

CUtlSymbol::Initialize

0x00b82550 · 199 bytes · __cdecl

_ZN10CUtlSymbol10InitializeEv

Decompiled

undefined (0 params)

/* CUtlSymbol::Initialize() */

void CUtlSymbol::Initialize(void)

{
  pthread_mutexattr_t *__attr;
  CUtlSymbolTable *this;
  
  if (Initialize()::symbolsInitialized != '\0') {
    return;
  }
  this = ::operator_new(0x110);
  __attr = (pthread_mutexattr_t *)(this + 0x50);
  CUtlSymbolTable::CUtlSymbolTable(this,0,0x20,false);
  pthread_mutexattr_init(__attr);
  pthread_mutexattr_settype(__attr,1);
  pthread_mutex_init((pthread_mutex_t *)(this + 0x38),__attr);
                    /* try { // try from 00b825cf to 00b825d3 has its CatchHandler @ 00b8261d */
  CThreadEvent::CThreadEvent((CThreadEvent *)(this + 0x5c),false);
                    /* try { // try from 00b825e5 to 00b825e9 has its CatchHandler @ 00b8263f */
  CThreadEvent::CThreadEvent((CThreadEvent *)(this + 0xb0),true);
  *(undefined4 *)(this + 0x104) = 0;
  *(undefined4 *)(this + 0x108) = 0;
  *(undefined4 *)(this + 0x10c) = 0;
  s_pSymbolTable = this;
  Initialize()::symbolsInitialized = 1;
  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)