SetMasterServerKeyValue
0x0010a3f0 · 234 bytes · __regparm3
_ZL23SetMasterServerKeyValueP16ISteamGameServerP7IConVar
Decompiled
undefined (2 params)
/* SetMasterServerKeyValue(ISteamGameServer*, IConVar*) */
void __regparm3 SetMasterServerKeyValue(ISteamGameServer *param_1,IConVar *param_2)
{
code *pcVar1;
char cVar2;
undefined4 uVar3;
int iVar4;
undefined4 uVar5;
int *local_24;
int local_20;
ConVarRef::ConVarRef((ConVarRef *)&local_24,param_2);
cVar2 = (**(code **)(*local_24 + 0x18))(local_24,0x20);
if (cVar2 == '\0') {
pcVar1 = *(code **)(*(int *)param_1 + 0x50);
uVar3 = *(undefined4 *)(local_20 + 0x24);
uVar5 = (**(code **)(*local_24 + 0x10))(local_24);
(*pcVar1)(param_1,uVar5,uVar3);
}
else {
if (**(char **)(local_20 + 0x24) != '\0') {
iVar4 = _V_stricmp(*(char **)(local_20 + 0x24),"none");
if (iVar4 != 0) {
pcVar1 = *(code **)(*(int *)param_1 + 0x50);
uVar3 = (**(code **)(*local_24 + 0x10))(local_24);
(*pcVar1)(param_1,uVar3,"1");
goto LAB_0010a44d;
}
}
pcVar1 = *(code **)(*(int *)param_1 + 0x50);
uVar3 = (**(code **)(*local_24 + 0x10))(local_24);
(*pcVar1)(param_1,uVar3,&DAT_002c3f3c);
}
LAB_0010a44d:
iVar4 = Steam3Server();
if ((*(int *)(iVar4 + 4) != 0) && (0 < *(int *)(iVar4 + 0x98))) {
CBaseServer::RecalculateTags((CBaseServer *)&sv);
}
return;
}
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.