L L4D2node

CBaseServer::UpdateReservedState

0x001097a0 · 121 bytes · __thiscall

_ZN11CBaseServer19UpdateReservedStateEv

Decompiled

undefined (1 param)

/* CBaseServer::UpdateReservedState() */

void __thiscall CBaseServer::UpdateReservedState(CBaseServer *this)

{
  if (((*(float *)(this + 0x174) != 0.0) &&
      (*(int *)(this + 0x170) == 0 && *(int *)(this + 0x16c) == 0)) ||
     ((double)*(float *)(this + 0x174) < net_time)) {
    *(undefined4 *)(this + 0x174) = 0;
    CGameServer::UpdateHibernationState((CGameServer *)&sv);
  }
  if (*(float *)(this + 0x178) != -1.0) {
    CGameServer::UpdateHibernationState((CGameServer *)&sv);
    return;
  }
  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)