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 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.