L L4D2node

CGameServer::UpdateReservedState

0x001fde40 · 47 bytes · __thiscall

_ZN11CGameServer19UpdateReservedStateEv

Decompiled

undefined (1 param)

/* CGameServer::UpdateReservedState() */

void __thiscall CGameServer::UpdateReservedState(CGameServer *this)

{
  if (this[0x2d378] != (CGameServer)0x0) {
    this[0x2d378] = (CGameServer)0x0;
    UpdateHibernationState(this);
  }
  CBaseServer::UpdateReservedState((CBaseServer *)this);
  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)