CBaseClientState::SendReserveServerChallenge
0x00102a90 · 208 bytes · __thiscall
_ZN16CBaseClientState26SendReserveServerChallengeEv
Decompiled
undefined (1 param)
/* CBaseClientState::SendReserveServerChallenge() */
void __thiscall CBaseClientState::SendReserveServerChallenge(CBaseClientState *this)
{
uint uVar1;
int iVar2;
int iVar3;
int iVar4;
float fVar5;
iVar4 = 0;
iVar3 = 0;
if (0 < *(int *)(this + 0x180)) {
do {
fVar5 = *(float *)(cl_resend._28_4_ + 0x2c) * 0.5;
if (fVar5 <= 0.0) {
fVar5 = 0.0;
}
if (1.0 <= fVar5) {
fVar5 = 1.0;
}
uVar1 = (uint)(2.1474836e+09 <= fVar5 * 1000.0);
uVar1 = ((int)(fVar5 * 1000.0 - (float)(-uVar1 & 0x4f000000)) ^ uVar1 * -0x80000000) * iVar3;
iVar3 = iVar3 + 1;
iVar2 = *(int *)(this + 0x174) + iVar4;
iVar4 = iVar4 + 0x2c;
NET_OutOfBandDelayedPrintf
(*(int *)(this + 0xc),(netadr_s *)(iVar2 + 0x20),uVar1,"%creserve0000000",0x71);
} while (iVar3 < *(int *)(this + 0x180));
}
*(undefined8 *)(this + 0x168) = net_time;
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.