L L4D2node

ConnectTier3Libraries

0x00bd7d60 · 690 bytes · __cdecl

_Z21ConnectTier3LibrariesPPFPvPKcPiEi

Decompiled

undefined (2 params)

/* ConnectTier3Libraries(void* (**)(char const*, int*), int) */

void ConnectTier3Libraries(_func_void_ptr_char_ptr_int_ptr *param_1,int param_2)

{
  int iVar1;
  
  if (0 < param_2) {
    iVar1 = 0;
    do {
      if (g_pStudioRender == 0) {
        studiorender = (**(code **)param_1)("VStudioRender026",0);
        g_pStudioRender = studiorender;
      }
      if (g_pVGui == 0) {
        g_pVGui = (**(code **)param_1)("VGUI_ivgui008",0);
      }
      if (g_pVGuiInput == 0) {
        g_pVGuiInput = (**(code **)param_1)("VGUI_Input005",0);
      }
      if (g_pVGuiPanel == 0) {
        g_pVGuiPanel = (**(code **)param_1)("VGUI_Panel009",0);
      }
      if (g_pVGuiSurface == 0) {
        g_pVGuiSurface = (**(code **)param_1)("VGUI_Surface031",0);
      }
      if (g_pVGuiSchemeManager == 0) {
        g_pVGuiSchemeManager = (**(code **)param_1)("VGUI_Scheme010",0);
      }
      if (g_pVGuiSystem == 0) {
        g_pVGuiSystem = (**(code **)param_1)("VGUI_System010",0);
      }
      if (g_pVGuiLocalize == 0) {
        g_pVGuiLocalize = (**(code **)param_1)("VGUI_Localize005",0);
      }
      if (g_pMatSystemSurface == 0) {
        g_pMatSystemSurface = (**(code **)param_1)("MatSystemSurface006",0);
      }
      if (g_pDataCache == 0) {
        g_pDataCache = (**(code **)param_1)("VDataCache003",0);
      }
      if (g_pMDLCache == 0) {
        mdlcache = (**(code **)param_1)("MDLCache004",0);
        g_pMDLCache = mdlcache;
      }
      if (g_pAVI == 0) {
        g_pAVI = (**(code **)param_1)("VAvi001",0);
      }
      if (g_pBIK == 0) {
        g_pBIK = (**(code **)param_1)("VBik001",0);
      }
      if (g_pQuickTime == 0) {
        g_pQuickTime = (**(code **)param_1)("IQuickTime001",0);
      }
      if (g_pPhysicsCollision == 0) {
        g_pPhysicsCollision = (**(code **)param_1)("VPhysicsCollision007",0);
      }
      if (g_pSoundEmitterSystem == 0) {
        g_pSoundEmitterSystem = (**(code **)param_1)("VSoundEmitter003",0);
      }
      iVar1 = iVar1 + 1;
      param_1 = param_1 + 4;
    } while (iVar1 != param_2);
  }
  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)