MM_Title_RichPresence_PrepareForSessionCreate
0x0003d120 · 78 bytes · __cdecl
_Z45MM_Title_RichPresence_PrepareForSessionCreateP9KeyValues
Decompiled
undefined (1 param)
/* MM_Title_RichPresence_PrepareForSessionCreate(KeyValues*) */
undefined4 MM_Title_RichPresence_PrepareForSessionCreate(KeyValues *param_1)
{
char *pcVar1;
pcVar1 = (char *)KeyValues::GetString(param_1,"Game/mode",(char *)0x0);
if (pcVar1 != (char *)0x0) {
GetGameModeContext(pcVar1);
}
MM_Title_RichPresence_PrepareForSessionCreate(KeyValues*)::val =
*(undefined4 *)(mm_matchmaking_version._28_4_ + 0x30);
DevMsg("PrepareForSessionCreate: matchmaking version %d\n",
MM_Title_RichPresence_PrepareForSessionCreate(KeyValues*)::val);
return 0;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.