L L4D2node

GCSDK::CGCBase::CreateGSSession

0x0007a1f0 · 88 bytes · __thiscall

_ZNK5GCSDK7CGCBase15CreateGSSessionERK8CSteamIDPNS_18CSharedObjectCacheE

Decompiled

undefined (3 params)

/* GCSDK::CGCBase::CreateGSSession(CSteamID const&, GCSDK::CSharedObjectCache*) const */

CGCSession * __thiscall
GCSDK::CGCBase::CreateGSSession(CGCBase *this,CSteamID *param_1,CSharedObjectCache *param_2)

{
  CGCSession *this_00;
  
  this_00 = operator_new(0x20);
                    /* try { // try from 0007a217 to 0007a21b has its CatchHandler @ 0007a248 */
  CGCSession::CGCSession(this_00,param_1,param_2);
  *(undefined4 *)(this_00 + 0xc) = 0;
  *(undefined4 *)(this_00 + 0x10) = 0;
  *(undefined4 *)(this_00 + 0x14) = 0;
  *(undefined4 *)(this_00 + 0x18) = 0;
  *(undefined4 *)(this_00 + 0x1c) = 0;
  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)