L L4D2node

CBaseServer::CheckTimeouts

0x001089e0 · 294 bytes · __thiscall

_ZN11CBaseServer13CheckTimeoutsEv

Decompiled

undefined (1 param)

/* CBaseServer::CheckTimeouts() */

void __thiscall CBaseServer::CheckTimeouts(CBaseServer *this)

{
  int iVar1;
  char cVar2;
  int *piVar3;
  undefined4 uVar4;
  int iVar5;
  int *piVar6;
  char *pcVar7;
  code *local_20;
  
  iVar5 = 0;
  if (0 < *(int *)(this + 0x120)) {
    do {
      while( true ) {
        iVar1 = *(int *)(*(int *)(this + 0x114) + iVar5 * 4);
        piVar6 = (int *)0x0;
        if (iVar1 != 0) {
          piVar6 = (int *)(iVar1 + 4);
        }
        cVar2 = (**(code **)(*piVar6 + 0x8c))(piVar6);
        if (((cVar2 == '\0') && (cVar2 = (**(code **)(*piVar6 + 0x80))(piVar6), cVar2 != '\0')) &&
           (piVar3 = (int *)(**(code **)(*piVar6 + 0x4c))(piVar6), piVar3 != (int *)0x0)) break;
LAB_00108a00:
        iVar5 = iVar5 + 1;
        if (*(int *)(this + 0x120) <= iVar5) {
          return;
        }
      }
      cVar2 = (**(code **)(*piVar3 + 0xf0))(piVar3);
      if (cVar2 == '\0') {
        cVar2 = (**(code **)(*piVar3 + 300))(piVar3);
        if (cVar2 == '\0') {
          cVar2 = (**(code **)(*piVar3 + 0xec))(piVar3);
          if (cVar2 == '\0') goto LAB_00108a00;
          local_20 = *(code **)(*piVar6 + 0x38);
          uVar4 = (**(code **)(*piVar6 + 0x48))(piVar6);
          pcVar7 = "%s overflowed reliable channel";
        }
        else {
          local_20 = *(code **)(*piVar6 + 0x38);
          uVar4 = (**(code **)(*piVar6 + 0x48))(piVar6);
          pcVar7 = "%s disconnected";
        }
      }
      else {
        local_20 = *(code **)(*piVar6 + 0x38);
        uVar4 = (**(code **)(*piVar6 + 0x48))(piVar6);
        pcVar7 = "%s timed out";
      }
      uVar4 = va(pcVar7,uVar4);
      iVar5 = iVar5 + 1;
      (*local_20)(piVar6,uVar4);
    } while (iVar5 < *(int *)(this + 0x120));
  }
  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)