L L4D2node

CXboxSystem::SessionArbitrationRegister

0x0023fd60 · 10 bytes · __cdecl

_ZN11CXboxSystem26SessionArbitrationRegisterEPvjyPjS0_bPS0_

Decompiled

undefined (7 params)

/* CXboxSystem::SessionArbitrationRegister(void*, unsigned int, unsigned long long, unsigned int*,
   void*, bool, void**) */

undefined4
CXboxSystem::SessionArbitrationRegister
          (void *param_1,uint param_2,ulonglong param_3,uint *param_4,void *param_5,bool param_6,
          void **param_7)

{
  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)