L L4D2node

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 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)