CSteam3Server::OnLogonSuccess
0x00211b60 · 178 bytes · __cdecl
_ZN13CSteam3Server14OnLogonSuccessEP23SteamServersConnected_t
Decompiled
undefined (1 param)
/* CSteam3Server::OnLogonSuccess(SteamServersConnected_t*) */
void CSteam3Server::OnLogonSuccess(SteamServersConnected_t *param_1)
{
int *piVar1;
undefined4 local_14;
undefined4 local_10;
piVar1 = *(int **)(param_1 + 4);
if ((piVar1 != (int *)0x0) && (0 < *(int *)(param_1 + 0x98))) {
if ((param_1[0x9f] == (SteamServersConnected_t)0x0) &&
(param_1[0x9f] = (SteamServersConnected_t)0x1, *(int *)(param_1 + 0x98) != 1)) {
Msg("Connection to Steam servers successful.\n");
piVar1 = *(int **)(param_1 + 4);
if (piVar1 == (int *)0x0) {
*(undefined4 *)(param_1 + 0xa1) = 1;
param_1[0xa5] = (SteamServersConnected_t)0x0;
param_1[0xa6] = (SteamServersConnected_t)0x0;
param_1[0xa7] = (SteamServersConnected_t)0x0;
param_1[0xa8] = (SteamServersConnected_t)0x0;
SendUpdatedServerDetails((CSteam3Server *)param_1);
return;
}
}
(**(code **)(*piVar1 + 0x28))(&local_14,piVar1);
*(undefined4 *)(param_1 + 0xa1) = local_14;
*(undefined4 *)(param_1 + 0xa5) = local_10;
SendUpdatedServerDetails((CSteam3Server *)param_1);
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.