L L4D2node

BeginDMXContext

0x00be8420 · 89 bytes · unknown

_Z15BeginDMXContextv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* BeginDMXContext() */

void BeginDMXContext(void)

{
  if (s_bAllocatorInitialized != '\0') {
    s_bInDMXContext = 1;
    return;
  }
  CMemoryStack::Init((CMemoryStack *)&s_DMXAllocator,0x200000,0,0,4);
  s_bAllocatorInitialized = 1;
  s_bInDMXContext = 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)