L L4D2node

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 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)