L L4D2node

CBaseServer::ForwardPacketsFromMasterServerUpdater

0x001091b0 · 276 bytes · __thiscall

_ZN11CBaseServer37ForwardPacketsFromMasterServerUpdaterEv

Decompiled

undefined (1 param)

/* CBaseServer::ForwardPacketsFromMasterServerUpdater() */

void __thiscall CBaseServer::ForwardPacketsFromMasterServerUpdater(CBaseServer *this)

{
  int *piVar1;
  ushort uVar2;
  int iVar3;
  int in_GS_OFFSET;
  ushort local_4032;
  uint local_4030;
  netadr_s local_402c [12];
  uchar local_4020 [16384];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  iVar3 = Steam3Server();
  piVar1 = *(int **)(iVar3 + 4);
  if (piVar1 != (int *)0x0) {
    while( true ) {
      iVar3 = (**(code **)(*piVar1 + 0x8c))(piVar1,local_4020,0x4000,&local_4030,&local_4032);
      uVar2 = local_4032;
      if (iVar3 < 1) break;
      netadr_s::SetIP(local_402c,local_4030);
      netadr_s::SetPort(local_402c,uVar2);
      netadr_s::SetType(local_402c,3);
      NET_SendPacket((INetChannel *)0x0,*(int *)(this + 8),local_402c,local_4020,iVar3,
                     (bf_write *)0x0,false,0);
    }
  }
  if (local_20 == *(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)