L L4D2node

CGameServer::SetQueryPortFromSteamServer

0x001fbb70 · 75 bytes · __thiscall

_ZN11CGameServer27SetQueryPortFromSteamServerEv.part.30

Decompiled

undefined (1 param)

/* CGameServer::SetQueryPortFromSteamServer() [clone .part.30] */

void __thiscall CGameServer::SetQueryPortFromSteamServer(CGameServer *this)

{
  int in_EAX;
  int iVar1;
  uint local_10 [2];
  
  iVar1 = Steam3Server();
  local_10[0] = (uint)*(ushort *)(iVar1 + 0xba);
  (**(code **)(**(int **)(in_EAX + 0xcc) + 0x24))(*(int **)(in_EAX + 0xcc),1,"QueryPort",4,local_10)
  ;
  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)