L L4D2node

HostnameChanged

0x0017cbc0 · 177 bytes · __cdecl

_ZL15HostnameChangedP7IConVarPKcf

Decompiled

undefined (3 params)

/* HostnameChanged(IConVar*, char const*, float) */

void HostnameChanged(IConVar *param_1,char *param_2,float param_3)

{
  CSteam3Server *this;
  int iVar1;
  int *piVar2;
  ConVarRef local_14 [4];
  int local_10;
  
  this = (CSteam3Server *)Steam3Server();
  CSteam3Server::NotifyOfServerNameChange(this);
  if (1 < DAT_003b7f64) {
    iVar1 = CGameEventManager::GetEventDescriptor
                      ((CGameEventManager *)&s_GameEventManager,"hostname_changed",(int *)0x0);
    if (iVar1 != 0) {
      piVar2 = (int *)(**(code **)(s_GameEventManager + 0x1c))
                                (&s_GameEventManager,"hostname_changed",0,0);
      if (piVar2 != (int *)0x0) {
        ConVarRef::ConVarRef(local_14,param_1);
        (**(code **)(*piVar2 + 0x3c))(piVar2,"hostname",*(undefined4 *)(local_10 + 0x24));
        (**(code **)(s_GameEventManager + 0x20))(&s_GameEventManager,piVar2,0);
      }
    }
  }
  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)