L L4D2node

MM_Title_RichPresence_PlayersChanged

0x0003d170 · 161 bytes · __cdecl

_Z36MM_Title_RichPresence_PlayersChangedP9KeyValues

Decompiled

undefined (1 param)

/* MM_Title_RichPresence_PlayersChanged(KeyValues*) */

void MM_Title_RichPresence_PlayersChanged(KeyValues *param_1)

{
  byte bVar1;
  int iVar2;
  uint uVar3;
  uint uVar4;
  uint uVar5;
  uint uVar6;
  undefined8 uVar7;
  
  iVar2 = KeyValues::GetInt(param_1,"Members/numPlayers",0);
  if (iVar2 != 0) {
    MM_Title_RichPresence_PlayersChanged(KeyValues*)::val = iVar2;
  }
  uVar4 = 1;
  uVar7 = ComputeMembersDlcMaskFromSettings(param_1);
  uVar3 = (uint)((ulonglong)uVar7 >> 0x20);
  if (0 < *(int *)(mm_matchmaking_dlcsquery._28_4_ + 0x30)) {
    do {
      bVar1 = (byte)uVar4 & 0x1f;
      uVar6 = (uint)uVar7 >> bVar1 | uVar3 << 0x20 - bVar1;
      if ((uVar4 & 0x20) != 0) {
        uVar6 = uVar3 >> ((byte)uVar4 & 0x1f);
      }
      *(uint *)(MM_Title_RichPresence_PlayersChanged(KeyValues*)::val + uVar4 * 4) = uVar6 & 1;
      uVar5 = uVar4 + 1;
      DevMsg("DLC%d installed: %d\n",uVar4,uVar6 & 1);
      uVar4 = uVar5;
    } while ((int)uVar5 <= *(int *)(mm_matchmaking_dlcsquery._28_4_ + 0x30));
  }
  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)