CBaseServer::CheckMasterServerRequestRestart
0x001090b0 · 235 bytes · __thiscall
_ZN11CBaseServer31CheckMasterServerRequestRestartEv
Decompiled
undefined (1 param)
/* CBaseServer::CheckMasterServerRequestRestart() */
void __thiscall CBaseServer::CheckMasterServerRequestRestart(CBaseServer *this)
{
char cVar1;
int iVar2;
int *piVar3;
iVar2 = Steam3Server();
if (*(int *)(iVar2 + 4) != 0) {
iVar2 = Steam3Server();
cVar1 = (**(code **)(**(int **)(iVar2 + 4) + 0x2c))(*(int **)(iVar2 + 4));
if (cVar1 != '\0') {
Msg("%cMasterRequestRestart\n",3);
piVar3 = (int *)CommandLine_Tier0();
iVar2 = (**(code **)(*piVar3 + 0x28))(piVar3,"-autoupdate");
if (iVar2 != 0) {
Msg("Your server will be restarted on map change.\n");
cVar1 = LoggingSystem_IsChannelEnabled(LOG_ServerLog,0);
if (cVar1 != '\0') {
LoggingSystem_Log(LOG_ServerLog,0,"Your server will be restarted on map change.\n");
}
this[0x14c] = (CBaseServer)0x1;
return;
}
Msg("Your server needs to be restarted in order to receive the latest update.\n");
cVar1 = LoggingSystem_IsChannelEnabled(LOG_ServerLog,0);
if (cVar1 != '\0') {
LoggingSystem_Log(LOG_ServerLog,0,
"Your server needs to be restarted in order to receive the latest update.\n"
);
return;
}
}
}
return;
}
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.