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 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.