L L4D2node

CMatchFramework::SetCurrentMatchSession

0x00058880 · 14 bytes · __thiscall

_ZN15CMatchFramework22SetCurrentMatchSessionEP21IMatchSessionInternal

Decompiled

undefined (2 params)

/* CMatchFramework::SetCurrentMatchSession(IMatchSessionInternal*) */

void __thiscall
CMatchFramework::SetCurrentMatchSession(CMatchFramework *this,IMatchSessionInternal *param_1)

{
  *(IMatchSessionInternal **)(this + 8) = param_1;
  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)