L L4D2node

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 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)