L L4D2node

CServerRemoteAccess::WriteDataRequest

0x00210100 · 49 bytes · __thiscall

_ZN19CServerRemoteAccess16WriteDataRequestEjPKvi

Decompiled

undefined (4 params)

/* CServerRemoteAccess::WriteDataRequest(unsigned int, void const*, int) */

void __thiscall
CServerRemoteAccess::WriteDataRequest
          (CServerRemoteAccess *this,uint param_1,void *param_2,int param_3)

{
  CRConServer *pCVar1;
  
  pCVar1 = (CRConServer *)RCONServer();
  WriteDataRequest(this,pCVar1,param_1,param_2,param_3);
  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)