SetSteamAppUser
0x000d8f20 · 395 bytes · __cdecl
_Z15SetSteamAppUserP9KeyValuesPKcR13CSteamEnvVars
Decompiled
undefined (3 params)
/* SetSteamAppUser(KeyValues*, char const*, CSteamEnvVars&) */
void SetSteamAppUser(KeyValues *param_1,char *param_2,CSteamEnvVars *param_3)
{
char *pcVar1;
int iVar2;
KeyValues *this;
int in_GS_OFFSET;
char local_228 [260];
char local_124 [260];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
pcVar1 = getenv(*(char **)(param_3 + 0x44));
if (pcVar1 == (char *)0x0) {
local_228[0] = '\0';
}
else {
V_strncpy(local_228,pcVar1,0x104);
iVar2 = _V_strlen(local_228);
if (iVar2 != 0) goto LAB_000d8f7b;
}
if (param_1 == (KeyValues *)0x0) {
LAB_000d9008:
V_strncpy(local_124,param_2,0x104);
V_AppendSlash(local_124,0x104);
V_strncat(local_124,"config\\SteamAppData.vdf",0x104,-1);
this = (KeyValues *)ReadKeyValuesFile(local_124);
if (this == (KeyValues *)0x0) {
LAB_000d90a8:
Error("Can\'t find steam app user info.");
pcVar1 = (char *)0x0;
}
else {
pcVar1 = (char *)KeyValues::GetString(this,"AutoLoginUser",(char *)0x0);
if (pcVar1 == (char *)0x0) goto LAB_000d90a8;
}
V_strncpy(local_228,pcVar1,0x104);
KeyValues::deleteThis();
}
else {
pcVar1 = (char *)KeyValues::GetString(param_1,"SteamAppUser",(char *)0x0);
if (pcVar1 == (char *)0x0) goto LAB_000d9008;
V_strncpy(local_228,pcVar1,0x104);
}
_V_strlower(local_228);
CTempEnvVar::SetValue((CTempEnvVar *)(param_3 + 0x40),"%s",local_228);
LAB_000d8f7b:
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.