L L4D2node

CDedicatedServerAPI::UpdateStatus

0x002160c0 · 43 bytes · __thiscall

_ZN19CDedicatedServerAPI12UpdateStatusEPfPiS1_Pci

Decompiled

undefined (6 params)

/* CDedicatedServerAPI::UpdateStatus(float*, int*, int*, char*, int) */

void __thiscall
CDedicatedServerAPI::UpdateStatus
          (CDedicatedServerAPI *this,float *param_1,int *param_2,int *param_3,char *param_4,
          int param_5)

{
  Host_GetHostInfo(param_1,param_2,param_3,param_4,param_5);
  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)