L L4D2node

CNetSupportImpl::ReserveServer

0x001c19b0 · 5 bytes · __cdecl

_ZN15CNetSupportImpl13ReserveServerERK8netadr_sS2_yP9KeyValuesP28IMatchAsyncOperationCallbackPP20IMatchAsyncOperation

Decompiled

undefined (6 params)

/* CNetSupportImpl::ReserveServer(netadr_s const&, netadr_s const&, unsigned long long, KeyValues*,
   IMatchAsyncOperationCallback*, IMatchAsyncOperation**) */

void CNetSupportImpl::ReserveServer
               (netadr_s *param_1,netadr_s *param_2,ulonglong param_3,KeyValues *param_4,
               IMatchAsyncOperationCallback *param_5,IMatchAsyncOperation **param_6)

{
  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)