SV_ActivateSteamGameServer
0x001fd2a0 · 117 bytes · unknown
_Z26SV_ActivateSteamGameServerv
Decompiled
undefined (0 params)
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* SV_ActivateSteamGameServer() */
void SV_ActivateSteamGameServer(void)
{
char cVar1;
CSteam3Server *pCVar2;
int iVar3;
if (1 < DAT_003b8064) {
pCVar2 = (CSteam3Server *)Steam3Server();
CSteam3Server::Activate(pCVar2);
if (DAT_003b802c != 0) {
CGameServer::SetQueryPortFromSteamServer((CGameServer *)pCVar2);
}
}
pCVar2 = (CSteam3Server *)Steam3Server();
CSteam3Server::SendUpdatedServerDetails(pCVar2);
CBaseServer::UpdateGameData((CBaseServer *)&sv);
cVar1 = IsUsingMasterLegacyMode();
if (cVar1 == '\0') {
iVar3 = Steam3Server();
(**(code **)(**(int **)(iVar3 + 4) + 0xac))(*(int **)(iVar3 + 4));
return;
}
(**(code **)(*(int *)g_pMaster + 0x28))(g_pMaster);
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.