L L4D2node

CDatacenter::OnEvent

0x0005ba10 · 68 bytes · __thiscall

_ZN11CDatacenter7OnEventEP9KeyValues

Decompiled

undefined (2 params)

/* CDatacenter::OnEvent(KeyValues*) */

void __thiscall CDatacenter::OnEvent(CDatacenter *this,KeyValues *param_1)

{
  char *pcVar1;
  int iVar2;
  
  pcVar1 = (char *)KeyValues::GetName(param_1);
  iVar2 = _V_stricmp(pcVar1,"OnProfileStorageAvailable");
  if (iVar2 == 0) {
    KeyValues::GetInt(param_1,"iController",0);
  }
  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)