L L4D2node

CSteam3Server::OnGSPolicyResponse

0x00210870 · 98 bytes · __cdecl

_ZN13CSteam3Server18OnGSPolicyResponseEP18GSPolicyResponse_t

Decompiled

undefined (1 param)

/* CSteam3Server::OnGSPolicyResponse(GSPolicyResponse_t*) */

void CSteam3Server::OnGSPolicyResponse(GSPolicyResponse_t *param_1)

{
  int *piVar1;
  char cVar2;
  
  if ((*(int *)(param_1 + 4) != 0) && (0 < *(int *)(param_1 + 0x98))) {
    CBaseServer::UpdateGameType((CBaseServer *)&sv);
    piVar1 = *(int **)(param_1 + 4);
    if (piVar1 != (int *)0x0) {
      cVar2 = (**(code **)(*piVar1 + 0x24))(piVar1);
      if (cVar2 != '\0') {
        Msg();
        return;
      }
    }
    Msg();
    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)