L L4D2node

SetSteamUserPassphrase

0x000d8380 · 174 bytes · __cdecl

_Z22SetSteamUserPassphraseP9KeyValuesR13CSteamEnvVars

Decompiled

undefined (2 params)

/* SetSteamUserPassphrase(KeyValues*, CSteamEnvVars&) */

void SetSteamUserPassphrase(KeyValues *param_1,CSteamEnvVars *param_2)

{
  char *pcVar1;
  int iVar2;
  int in_GS_OFFSET;
  char local_124 [260];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  pcVar1 = getenv(*(char **)(param_2 + 0x24));
  if (pcVar1 == (char *)0x0) {
    local_124[0] = '\0';
  }
  else {
    V_strncpy(local_124,pcVar1,0x104);
    iVar2 = _V_strlen(local_124);
    if (iVar2 != 0) goto LAB_000d83d2;
  }
  if (param_1 != (KeyValues *)0x0) {
    iVar2 = KeyValues::GetString(param_1,"SteamUserPassphrase",(char *)0x0);
    if (iVar2 != 0) {
      CTempEnvVar::SetValue((CTempEnvVar *)(param_2 + 0x20),"%s",iVar2);
    }
  }
LAB_000d83d2:
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)