L L4D2node

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 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)