L L4D2node

SetMaster_f

0x002013d0 · 188 bytes · __cdecl

_Z11SetMaster_fRK8CCommand

Decompiled

undefined (1 param)

/* SetMaster_f(CCommand const&) */

void SetMaster_f(CCommand *param_1)

{
  char *pcVar1;
  char cVar2;
  int iVar3;
  
  cVar2 = IsUsingMasterLegacyMode();
  if (cVar2 != '\0') {
    (**(code **)(*(int *)g_pMaster + 0x24))(g_pMaster,param_1);
    return;
  }
  iVar3 = Steam3Server();
  if (*(int *)(iVar3 + 4) != 0) {
    if (*(int *)param_1 < 2) {
      ConMsg("Usage:\nsetmaster <enable | disable>\n");
      return;
    }
    pcVar1 = *(char **)(param_1 + 0x40c);
    if ((pcVar1 != (char *)0x0) && (*pcVar1 != '\0')) {
      iVar3 = _V_stricmp(pcVar1,"disable");
      if (iVar3 == 0) {
        g_bEnableMasterServerUpdater = 0;
      }
      else {
        iVar3 = _V_stricmp(pcVar1,"enable");
        if (iVar3 == 0) {
          g_bEnableMasterServerUpdater = 1;
        }
        else {
          ConMsg("Invalid setmaster command\n");
        }
      }
      CBaseServer::SetMasterServerRulesDirty((CBaseServer *)&sv);
      return;
    }
  }
  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)