L L4D2node

CMatchExtensions::OnExtensionInterfaceUpdated

0x00057f90 · 75 bytes · __thiscall

_ZN16CMatchExtensions27OnExtensionInterfaceUpdatedEPKcPv

Decompiled

undefined (3 params)

/* CMatchExtensions::OnExtensionInterfaceUpdated(char const*, void*) */

void __thiscall
CMatchExtensions::OnExtensionInterfaceUpdated(CMatchExtensions *this,char *param_1,void *param_2)

{
  char *pcVar1;
  int iVar2;
  undefined **ppuVar3;
  
  if (OnExtensionInterfaceUpdated(char_const*,void*)::s_table != (undefined *)0x0) {
    ppuVar3 = &OnExtensionInterfaceUpdated(char_const*,void*)::s_table;
    pcVar1 = OnExtensionInterfaceUpdated(char_const*,void*)::s_table;
    do {
      iVar2 = _V_stricmp(pcVar1,param_1);
      if (iVar2 == 0) {
        *(void **)(this + (int)(ppuVar3[1] + 0x50)) = param_2;
      }
      ppuVar3 = ppuVar3 + 2;
      pcVar1 = *ppuVar3;
    } while (pcVar1 != (char *)0x0);
  }
  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)