L L4D2node

CDedicatedServerAPI::UpdateHostname

0x00217900 · 61 bytes · __thiscall

_ZN19CDedicatedServerAPI14UpdateHostnameEPci

Decompiled

undefined (3 params)

/* CDedicatedServerAPI::UpdateHostname(char*, int) */

void __thiscall
CDedicatedServerAPI::UpdateHostname(CDedicatedServerAPI *this,char *param_1,int param_2)

{
  char *pcVar1;
  
  if ((param_1 != (char *)0x0) && (0 < param_2)) {
    pcVar1 = (char *)CBaseServer::GetName();
    V_strncpy(param_1,pcVar1,param_2);
    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)