NET_SetDedicated
0x001c4ae0 · 98 bytes · unknown
_Z16NET_SetDedicatedv
Decompiled
undefined (0 params)
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* NET_SetDedicated() */
void NET_SetDedicated(void)
{
int *piVar1;
int iVar2;
if (net_noip == '\0') {
net_dedicated = 1;
piVar1 = (int *)CommandLine_Tier0();
iVar2 = (**(code **)(*piVar1 + 0x28))(piVar1,"-xlsp");
net_dedicatedForXbox = iVar2 != 0;
piVar1 = (int *)CommandLine_Tier0();
iVar2 = (**(code **)(*piVar1 + 0x28))(piVar1,"-xlsp_insecure");
net_dedicatedForXboxInsecure = iVar2 != 0;
return;
}
Msg("Warning! Dedicated not possible with -noip parameter.\n");
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.