L L4D2node

CDirector::OnPlayerAvatarUpdated

0x00872e60 · 124 bytes · __cdecl

_ZN9CDirector21OnPlayerAvatarUpdatedEyP9KeyValuesS1_

Decompiled

undefined (3 params)

/* CDirector::OnPlayerAvatarUpdated(unsigned long long, KeyValues*, KeyValues*) */

void CDirector::OnPlayerAvatarUpdated(ulonglong param_1,KeyValues *param_2,KeyValues *param_3)

{
  KeyValues *in_stack_00000014;
  undefined **local_14;
  undefined4 local_10;
  
  DevMsg(2,"Director::OnPlayerAvatarsUpdated for xuid %llx\n",param_1._4_4_,param_2);
  local_14 = &PTR_KvBeginKey_00d53f18;
  local_10 = 2;
  KeyValues::Dump(param_3,(IKeyValuesDumpContext *)&local_14,1);
  local_14 = &PTR_KvBeginKey_00d53f18;
  local_10 = 2;
  KeyValues::Dump(in_stack_00000014,(IKeyValuesDumpContext *)&local_14,1);
  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)