L L4D2node

SetupSteamStartupEnvironment

0x000d90c0 · 220 bytes · __cdecl

_Z28SetupSteamStartupEnvironmentP9KeyValuesPKcR13CSteamEnvVars

Decompiled

undefined (3 params)

/* SetupSteamStartupEnvironment(KeyValues*, char const*, CSteamEnvVars&) */

undefined4 SetupSteamStartupEnvironment(KeyValues *param_1,char *param_2,CSteamEnvVars *param_3)

{
  KeyValues *pKVar1;
  int in_GS_OFFSET;
  char local_228 [260];
  char local_124 [260];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  V_strncpy(local_228,param_2,0x104);
  V_AppendSlash(local_228,0x104);
  V_strncat(local_228,"steaminfo.txt",0x104,-1);
  pKVar1 = (KeyValues *)ReadKeyValuesFile(local_228);
  SetSteamAppUser(pKVar1,local_124,param_3);
  SetSteamUserPassphrase(pKVar1,param_3);
  SetSteamAppId(param_1,param_2,param_3);
  if (pKVar1 != (KeyValues *)0x0) {
    KeyValues::deleteThis();
    param_1 = pKVar1;
  }
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return 0;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail(param_1);
}

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)