L L4D2node

CSteam3Server::OnLogonFailure

0x002108f0 · 96 bytes · __thiscall

_ZN13CSteam3Server14OnLogonFailureEP27SteamServerConnectFailure_t

Decompiled

undefined (2 params)

/* CSteam3Server::OnLogonFailure(SteamServerConnectFailure_t*) */

void __thiscall
CSteam3Server::OnLogonFailure(CSteam3Server *this,SteamServerConnectFailure_t *param_1)

{
  int iVar1;
  
  if ((*(int *)(this + 4) != 0) && (iVar1 = *(int *)(this + 0x98), 0 < iVar1)) {
    if (this[0x9f] == (CSteam3Server)0x0) {
      if (*(int *)param_1 == 0x14) {
        if (iVar1 != 1) {
          Msg("Connection to Steam servers successful (SU).\n");
        }
      }
      else if (iVar1 != 1) {
        Msg("Could not establish connection to Steam servers.\n");
      }
    }
    this[0x9f] = (CSteam3Server)0x1;
  }
  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)