L L4D2node

CStudioHdr::SetActivityListVersion

0x000e2920 · 91 bytes · __thiscall

_ZN10CStudioHdr22SetActivityListVersionEi

Decompiled

undefined (2 params)

/* CStudioHdr::SetActivityListVersion(int) */

void __thiscall CStudioHdr::SetActivityListVersion(CStudioHdr *this,int param_1)

{
  studiohdr_t *this_00;
  int iVar1;
  int iVar2;
  
  *(int *)(*(int *)this + 0xc4) = param_1;
  if ((*(int *)(this + 4) != 0) && (1 < *(int *)(*(int *)(this + 4) + 100))) {
    iVar1 = 1;
    do {
      iVar2 = iVar1 + 1;
      this_00 = (studiohdr_t *)GroupStudioHdr(this,iVar1);
      studiohdr_t::SetActivityListVersion(this_00,param_1);
      iVar1 = iVar2;
    } while (iVar2 < *(int *)(*(int *)(this + 4) + 100));
  }
  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)