L L4D2node

ActivityList_RegisterPrivateActivity

0x003ed840 · 123 bytes · __cdecl

_Z36ActivityList_RegisterPrivateActivityPKc

Decompiled

undefined (1 param)

/* ActivityList_RegisterPrivateActivity(char const*) */

undefined4 ActivityList_RegisterPrivateActivity(char *param_1)

{
  undefined4 *puVar1;
  undefined4 uVar2;
  
  puVar1 = (undefined4 *)ListFromString(param_1);
  if (puVar1 == (undefined4 *)0x0) {
    puVar1 = (undefined4 *)ActivityList_AddActivityEntry(param_1,g_HighestActivity + 1,true);
    DevMsg(2,"SERVER: Activity %d is %s\n",*puVar1,param_1);
    uVar2 = *puVar1;
  }
  else if (*(short *)((int)puVar1 + 6) == 0) {
    Warning("***\nShared<->Private Activity collision!\n***\n");
    uVar2 = 0xffffffff;
  }
  else {
    uVar2 = *puVar1;
  }
  return uVar2;
}

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)