L L4D2node

CBaseClientState::CheckForReservationResend

0x00102f90 · 227 bytes · __thiscall

_ZN16CBaseClientState25CheckForReservationResendEv

Decompiled

undefined (1 param)

/* CBaseClientState::CheckForReservationResend() */

void __thiscall CBaseClientState::CheckForReservationResend(CBaseClientState *this)

{
  int iVar1;
  undefined4 uVar2;
  CUtlString local_2c [28];
  
  if (((this[0x189] == (CBaseClientState)0x0) && (*(int *)(this + 0x158) != 0)) &&
     (3.0 <= net_time - *(double *)(this + 0x168))) {
    if ((float)*(int *)(this + 0x170) < 2.0) {
      *(int *)(this + 0x170) = *(int *)(this + 0x170) + 1;
      SendReserveServerChallenge(this);
      return;
    }
    CUtlString::CUtlString(local_2c);
                    /* try { // try from 00103000 to 00103049 has its CatchHandler @ 00103079 */
    CAddressList::Describe((CAddressList *)(this + 0x174),local_2c);
    iVar1 = *(int *)(this + 0x170);
    uVar2 = CUtlString::Get(local_2c);
    DevMsg("Attempt to reserve server %s; timed out after %d attempts\n",uVar2,iVar1 + 1);
    (**(code **)(*(int *)this + 200))(this,*(int *)(this + 0x174) + 0x20,0);
    CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)local_2c);
  }
  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)