CBaseServer::UpdateMasterServerBasicData
0x0010a020 · 369 bytes · __thiscall
_ZN11CBaseServer27UpdateMasterServerBasicDataEv
Decompiled
undefined (1 param)
/* CBaseServer::UpdateMasterServerBasicData() */
void __thiscall CBaseServer::UpdateMasterServerBasicData(CBaseServer *this)
{
int *piVar1;
code *pcVar2;
undefined1 uVar3;
int iVar4;
undefined4 uVar5;
char *pcVar6;
int local_28;
int local_24;
int local_20 [4];
iVar4 = Steam3Server();
if (*(int *)(iVar4 + 4) != 0) {
GetMasterServerPlayerCounts((CBaseServer *)&sv,&local_28,&local_24,local_20);
iVar4 = Steam3Server();
(**(code **)(**(int **)(iVar4 + 4) + 0x30))(*(int **)(iVar4 + 4),local_24);
iVar4 = Steam3Server();
(**(code **)(**(int **)(iVar4 + 4) + 0x34))(*(int **)(iVar4 + 4),local_20[0]);
iVar4 = Steam3Server();
piVar1 = *(int **)(iVar4 + 4);
pcVar2 = *(code **)(*piVar1 + 0x40);
iVar4 = GetPassword();
(*pcVar2)(piVar1,iVar4 != 0);
iVar4 = Steam3Server();
pcVar6 = "FCVAR_NEVER_AS_STRING";
if ((host_name[0x15] & 0x10) == 0) {
pcVar6 = "";
if (*(char **)(host_name._28_4_ + 0x24) != (char *)0x0) {
pcVar6 = *(char **)(host_name._28_4_ + 0x24);
}
}
(**(code **)(**(int **)(iVar4 + 4) + 0x38))(*(int **)(iVar4 + 4),pcVar6);
iVar4 = Steam3Server();
piVar1 = *(int **)(iVar4 + 4);
pcVar2 = *(code **)(*piVar1 + 4);
uVar5 = Sys_GetProductString();
(*pcVar2)(piVar1,uVar5);
iVar4 = Steam3Server();
piVar1 = *(int **)(iVar4 + 4);
pcVar2 = *(code **)(*piVar1 + 8);
uVar5 = (**(code **)(*serverGameDLL + 0x2c))(serverGameDLL);
(*pcVar2)(piVar1,uVar5);
iVar4 = Steam3Server();
piVar1 = *(int **)(iVar4 + 4);
pcVar2 = *(code **)(*piVar1 + 0x10);
uVar3 = (**(code **)(*(int *)this + 0x60))(this);
(*pcVar2)(piVar1,uVar3);
iVar4 = Steam3Server();
pcVar6 = "FCVAR_NEVER_AS_STRING";
if ((sv_region[0x15] & 0x10) == 0) {
pcVar6 = "";
if (*(char **)(sv_region._28_4_ + 0x24) != (char *)0x0) {
pcVar6 = *(char **)(sv_region._28_4_ + 0x24);
}
}
(**(code **)(**(int **)(iVar4 + 4) + 0x5c))(*(int **)(iVar4 + 4),pcVar6);
}
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.