GetLobbyDetailsTemplate
0x00059530 · 89 bytes · __regparm3
_ZL23GetLobbyDetailsTemplatePKcP9KeyValues
Decompiled
undefined (2 params)
/* GetLobbyDetailsTemplate(char const*, KeyValues*) */
undefined4 __regparm3 GetLobbyDetailsTemplate(char *param_1,KeyValues *param_2)
{
undefined4 uVar1;
int *piVar2;
uVar1 = KeyValues::FromString
("Settings",
" System { network #empty# access #empty# netflag #empty# } Options { server #empty# } Members { numSlots #int#0 numPlayers #int#0 } "
,(char **)0x0);
piVar2 = (int *)(**(code **)(*(int *)g_pMMF + 0x44))(g_pMMF);
(**(code **)(*piVar2 + 4))(piVar2,uVar1,param_1,param_2);
return uVar1;
}
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.