L L4D2node

CBaseServer::SendReservationStatus

0x001087e0 · 297 bytes · __thiscall

_ZN11CBaseServer21SendReservationStatusEv

Decompiled

undefined (1 param)

/* CBaseServer::SendReservationStatus() */

void __thiscall CBaseServer::SendReservationStatus(CBaseServer *this)

{
  long lVar1;
  int in_GS_OFFSET;
  uchar *local_38 [2];
  int local_30;
  int local_2c;
  char local_28;
  undefined1 local_20 [16];
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  if (this[0x1b8] != (CBaseServer)0x0) {
    bf_write::bf_write((bf_write *)local_38,local_20,0x10,-1);
    bf_write::WriteLong((bf_write *)local_38,-1);
    bf_write::WriteByte((bf_write *)local_38,0x70);
    lVar1 = GetHostVersion();
    bf_write::WriteLong((bf_write *)local_38,lVar1);
    if (local_2c < local_30) {
      if (local_28 == '\0') {
        if (this[0x1b9] == (CBaseServer)0x0) {
          local_38[0][local_2c >> 3] =
               local_38[0][local_2c >> 3] & ~(byte)(1 << ((byte)local_2c & 7));
        }
        else {
          local_38[0][local_2c >> 3] =
               local_38[0][local_2c >> 3] | (byte)(1 << ((byte)local_2c & 7));
        }
        local_2c = local_2c + 1;
      }
    }
    else {
      local_28 = '\x01';
    }
    NET_SendPacket((INetChannel *)0x0,*(int *)(this + 8),(netadr_s *)(this + 0x1bc),local_38[0],
                   local_2c + 7 >> 3,(bf_write *)0x0,false,0);
    this[0x1b8] = (CBaseServer)0x0;
  }
  if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)