L L4D2node

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 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)