CBaseClientState::HandleReserveServerChallengeResponse
0x001032f0 · 278 bytes · __thiscall
_ZN16CBaseClientState36HandleReserveServerChallengeResponseEi.part.46
Decompiled
undefined (2 params)
/* CBaseClientState::HandleReserveServerChallengeResponse(int) [clone .part.46] */
void __thiscall
CBaseClientState::HandleReserveServerChallengeResponse(CBaseClientState *this,int param_1)
{
CBaseClientState *in_EAX;
long lVar1;
int iVar2;
int in_EDX;
int iVar3;
int iVar4;
int in_GS_OFFSET;
uchar *local_310 [3];
int local_304;
undefined1 local_2f8 [728];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
bf_write::bf_write((bf_write *)local_310,local_2f8,0x2d8,-1);
bf_write::WriteLong((bf_write *)local_310,-1);
bf_write::WriteByte((bf_write *)local_310,0x6e);
lVar1 = GetHostVersion();
bf_write::WriteLong((bf_write *)local_310,lVar1);
iVar4 = 0;
BuildReserveServerPayload(in_EAX,(bf_write *)local_310,in_EDX);
if (0 < *(int *)(in_EAX + 0x180)) {
iVar3 = 0;
do {
iVar3 = iVar3 + 1;
iVar2 = *(int *)(in_EAX + 0x174) + iVar4;
iVar4 = iVar4 + 0x2c;
NET_SendPacket((INetChannel *)0x0,*(int *)(in_EAX + 0xc),(netadr_s *)(iVar2 + 0x20),
local_310[0],local_304 + 7 >> 3,(bf_write *)0x0,false,0);
} while (iVar3 < *(int *)(in_EAX + 0x180));
}
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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
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calling convention, and argument types straight from the gamedata. Less
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Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.