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 intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.