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 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.