GCSDK::CGCBase::StartPlaying
0x0007b460 · 170 bytes · __thiscall
_ZN5GCSDK7CGCBase12StartPlayingERK8CSteamIDS3_
Decompiled
undefined (3 params)
/* GCSDK::CGCBase::StartPlaying(CSteamID const&, CSteamID const&) */
void __thiscall GCSDK::CGCBase::StartPlaying(CGCBase *this,CSteamID *param_1,CSteamID *param_2)
{
CGCGSSession *this_00;
CGCUserSession *pCVar1;
CGCGSSession *this_01;
undefined4 uVar2;
undefined4 local_28;
undefined4 local_24;
CGCUserSession *local_20;
pCVar1 = (CGCUserSession *)FindUserSession(this,param_1);
if (pCVar1 == (CGCUserSession *)0x0) {
uVar2 = FindOrLoadSOCache(this,param_1);
pCVar1 = (CGCUserSession *)(**(code **)(*(int *)this + 0x40))(this,param_1,uVar2);
local_24 = *(undefined4 *)(param_1 + 4);
local_28 = *(undefined4 *)param_1;
local_20 = pCVar1;
CUtlRBTree<CUtlMap<CSteamID,GCSDK::CGCUserSession*,unsigned_short>::Node_t,unsigned_short,CUtlMap<CSteamID,GCSDK::CGCUserSession*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<CSteamID,GCSDK::CGCUserSession*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
::Insert((CUtlRBTree<CUtlMap<CSteamID,GCSDK::CGCUserSession*,unsigned_short>::Node_t,unsigned_short,CUtlMap<CSteamID,GCSDK::CGCUserSession*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<CSteamID,GCSDK::CGCUserSession*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
*)(this + 0x13c),(Node_t *)&local_28);
}
this_01 = (CGCGSSession *)FindOrCreateGSSession(this,param_2);
this_00 = *(CGCGSSession **)(pCVar1 + 0xc);
if (this_01 != this_00) {
if (this_00 != (CGCGSSession *)0x0) {
CGCGSSession::RemoveUser(this_00,pCVar1);
}
*(CGCGSSession **)(pCVar1 + 0xc) = this_01;
if (this_01 != (CGCGSSession *)0x0) {
CGCGSSession::AddUser(this_01,pCVar1);
}
}
return;
}
SourceMod gamedata
paste intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.