L L4D2node

Host_EnsureHostNameSet

0x001795d0 · 75 bytes · unknown

_Z22Host_EnsureHostNameSetv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* Host_EnsureHostNameSet() */

void Host_EnsureHostNameSet(void)

{
  char *pcVar1;
  
  pcVar1 = "FCVAR_NEVER_AS_STRING";
  if ((host_name[0x15] & 0x10) == 0) {
    pcVar1 = "";
    if (*(char **)(host_name._28_4_ + 0x24) != (char *)0x0) {
      pcVar1 = *(char **)(host_name._28_4_ + 0x24);
    }
  }
  if (*pcVar1 != '\0') {
    return;
  }
  (**(code **)(*serverGameDLL + 0x2c))(serverGameDLL);
  ConVar::SetValue(host_name);
  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)