NET_SetMutiplayer
0x001c7ff0 · 118 bytes · __cdecl
_Z17NET_SetMutiplayerb
Decompiled
undefined (1 param)
/* NET_SetMutiplayer(bool) */
void NET_SetMutiplayer(bool param_1)
{
if (net_noip == '\0') {
if ((net_dedicated == '\0') || (param_1)) goto LAB_001c8035;
}
else {
if (param_1) {
Msg();
return;
}
if (net_dedicated == '\0') {
LAB_001c8035:
if ((bool)net_multiplayer != param_1) {
net_multiplayer = param_1;
NET_Config();
}
if (param_1) {
return;
}
NET_ClearLoopbackBuffers();
return;
}
}
Msg();
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.