CMatchNetworkMsgControllerBase::PackageGameDetailsForReservation
0x00059590 · 71 bytes · __thiscall
_ZN30CMatchNetworkMsgControllerBase32PackageGameDetailsForReservationEP9KeyValues
Decompiled
undefined (2 params)
/* CMatchNetworkMsgControllerBase::PackageGameDetailsForReservation(KeyValues*) */
KeyValues * __thiscall
CMatchNetworkMsgControllerBase::PackageGameDetailsForReservation
(CMatchNetworkMsgControllerBase *this,KeyValues *param_1)
{
KeyValues *this_00;
char *pcVar1;
this_00 = (KeyValues *)GetLobbyDetailsTemplate("reserve",param_1);
pcVar1 = (char *)COM_GetModDirectory();
KeyValues::SetName(this_00,pcVar1);
KeyValues::MergeFrom(this_00,param_1,3);
return this_00;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.