L L4D2node

CDatacenter::OnDatacenterInfoUpdated

0x0005c010 · 118 bytes · __thiscall

_ZN11CDatacenter23OnDatacenterInfoUpdatedEv

Decompiled

undefined (1 param)

/* CDatacenter::OnDatacenterInfoUpdated() */

void __thiscall CDatacenter::OnDatacenterInfoUpdated(CDatacenter *this)

{
  int iVar1;
  KeyValues *this_00;
  int *piVar2;
  char *pcVar3;
  
  pcVar3 = "version";
  iVar1 = KeyValues::GetInt(*(KeyValues **)(this + 0xc),"version",0);
  this_00 = KeyValues::operator_new((KeyValues *)0x2c,(uint)pcVar3);
                    /* try { // try from 0005c05d to 0005c061 has its CatchHandler @ 0005c086 */
  KeyValues::KeyValues(this_00,"OnDatacenterUpdate","version",iVar1);
  if (this_00 != (KeyValues *)0x0) {
    piVar2 = (int *)(**(code **)(*g_pMatchFramework + 0x1c))(g_pMatchFramework);
    (**(code **)(*piVar2 + 8))(piVar2,this_00);
  }
  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)