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 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.