L L4D2node

CXboxSystem::SessionSearch

0x0023fce0 · 10 bytes · __cdecl

_ZN11CXboxSystem13SessionSearchEjjjjjjP15_XUSER_PROPERTYP14_XUSER_CONTEXTPjP29_XSESSION_SEARCHRESULT_HEADERbPPv

Decompiled

undefined (12 params)

/* CXboxSystem::SessionSearch(unsigned int, unsigned int, unsigned int, unsigned int, unsigned int,
   unsigned int, _XUSER_PROPERTY*, _XUSER_CONTEXT*, unsigned int*, _XSESSION_SEARCHRESULT_HEADER*,
   bool, void**) */

undefined4
CXboxSystem::SessionSearch
          (uint param_1,uint param_2,uint param_3,uint param_4,uint param_5,uint param_6,
          _XUSER_PROPERTY *param_7,_XUSER_CONTEXT *param_8,uint *param_9,
          _XSESSION_SEARCHRESULT_HEADER *param_10,bool param_11,void **param_12)

{
  return 6;
}

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)