L L4D2node

CBaseServer::FillServerInfo

0x00107180 · 426 bytes · __thiscall

_ZN11CBaseServer14FillServerInfoER14SVC_ServerInfo

Decompiled

undefined (2 params)

/* CBaseServer::FillServerInfo(SVC_ServerInfo&) */

void __thiscall CBaseServer::FillServerInfo(CBaseServer *this,SVC_ServerInfo *param_1)

{
  SVC_ServerInfo SVar1;
  int *piVar2;
  KeyValues *this_00;
  int iVar3;
  char *pcVar4;
  undefined4 uVar5;
  longdouble lVar6;
  SVC_ServerInfo local_20;
  
  V_FileBase(com_gamedir,FillServerInfo(SVC_ServerInfo&)::gamedir,0x104);
  piVar2 = (int *)(**(code **)(*g_pMatchFramework + 0x28))(g_pMatchFramework);
  this_00 = (KeyValues *)(**(code **)(*piVar2 + 4))(piVar2,0);
  if (this_00 == (KeyValues *)0x0) {
    local_20 = (SVC_ServerInfo)0x0;
  }
  else {
                    /* try { // try from 001071e5 to 0010724f has its CatchHandler @ 00107331 */
    iVar3 = KeyValues::GetInt(this_00,"Game/vanilla",0);
    local_20 = (SVC_ServerInfo)(iVar3 != 0);
    pcVar4 = (char *)KeyValues::GetString(this_00,"Game/campaign","");
    V_strncpy(FillServerInfo(SVC_ServerInfo&)::szMission,pcVar4,0x104);
    pcVar4 = (char *)KeyValues::GetString(this_00,"Game/mode","");
    V_strncpy(FillServerInfo(SVC_ServerInfo&)::szGameMode,pcVar4,0x104);
    KeyValues::deleteThis();
  }
  uVar5 = GetNetworkVersion();
  *(undefined4 *)(param_1 + 0x4c) = uVar5;
  uVar5 = (**(code **)(*(int *)this + 0x40))(this);
  *(undefined4 *)(param_1 + 0x50) = uVar5;
  *(undefined4 *)(param_1 + 0x58) = *(undefined4 *)(this + 0xb0);
  *(undefined4 *)(param_1 + 0x5c) = *(undefined4 *)(this + 0xb4);
  *(undefined4 *)(param_1 + 0x60) = *(undefined4 *)(this + 0xb8);
  uVar5 = (**(code **)(*(int *)this + 0x18))(this);
  *(undefined4 *)(param_1 + 100) = uVar5;
  *(undefined4 *)(param_1 + 0x68) = *(undefined4 *)(this + 0xf8);
  SVar1 = (SVC_ServerInfo)(**(code **)(*(int *)this + 0x60))(this);
  param_1[0x57] = (SVC_ServerInfo)0x4c;
  param_1[0x54] = SVar1;
  *(undefined1 **)(param_1 + 0x84) = FillServerInfo(SVC_ServerInfo&)::szMission;
  *(undefined1 **)(param_1 + 0x88) = FillServerInfo(SVC_ServerInfo&)::szGameMode;
  param_1[0x55] = local_20;
  iVar3 = tolower(0x4c);
  param_1[0x57] = SUB41(iVar3,0);
  lVar6 = (longdouble)(**(code **)(*(int *)this + 0x30))(this);
  *(undefined1 **)(param_1 + 0x74) = FillServerInfo(SVC_ServerInfo&)::gamedir;
  *(float *)(param_1 + 0x70) = (float)lVar6;
  uVar5 = (**(code **)(*(int *)this + 0x3c))(this);
  *(undefined4 *)(param_1 + 0x78) = uVar5;
  *(CBaseServer **)(param_1 + 0x7c) = this + 0x50;
  uVar5 = (**(code **)(*(int *)this + 0x38))(this);
  *(undefined4 *)(param_1 + 0x80) = uVar5;
  SVar1 = (SVC_ServerInfo)(**(code **)(*(int *)this + 0x70))(this);
  param_1[0x56] = SVar1;
  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)