L L4D2node

CBaseServer::UpdateMasterServer

0x0010a640 · 439 bytes · __thiscall

_ZN11CBaseServer18UpdateMasterServerEv

Decompiled

undefined (1 param)

/* CBaseServer::UpdateMasterServer() */

void __thiscall CBaseServer::UpdateMasterServer(CBaseServer *this)

{
  char cVar1;
  char cVar2;
  int iVar3;
  int *piVar4;
  longdouble lVar5;
  
  cVar1 = (**(code **)(*(int *)this + 0x100))(this);
  if (cVar1 != '\0') {
    cVar1 = IsUsingMasterLegacyMode();
    if (cVar1 != '\0') {
      (**(code **)(*(int *)g_pMaster + 0x1c))(g_pMaster,this);
      return;
    }
    iVar3 = Steam3Server();
    if (*(int *)(iVar3 + 4) != 0) {
      ForwardPacketsFromMasterServerUpdater(this);
      lVar5 = (longdouble)Plat_FloatTime();
      if (2.0 <= (double)lVar5 - *(double *)(this + 0x150)) {
        *(double *)(this + 0x150) = (double)lVar5;
        CheckMasterServerRequestRestart(this);
        cVar1 = NET_IsDedicated();
        if ((cVar1 != '\0') && (*(int *)(sv_region._28_4_ + 0x30) == -1)) {
          ConVar::SetValue(0x350d00);
        }
        if ((UpdateMasterServer()::bUpdateMasterServers == '\0') &&
           (iVar3 = __cxa_guard_acquire(&UpdateMasterServer()::bUpdateMasterServers), iVar3 != 0)) {
                    /* try { // try from 0010a7b4 to 0010a7c8 has its CatchHandler @ 0010a805 */
          piVar4 = (int *)CommandLine_Tier0();
          iVar3 = (**(code **)(*piVar4 + 0x28))(piVar4,"-nomaster");
          UpdateMasterServer()::bUpdateMasterServers = iVar3 == 0;
          __cxa_guard_release(&UpdateMasterServer()::bUpdateMasterServers);
        }
        if (UpdateMasterServer()::bUpdateMasterServers != '\0') {
          cVar1 = (**(code **)(*(int *)this + 0x58))(this);
          if ((cVar1 == '\0') ||
             (cVar2 = (**(code **)(*(int *)this + 0x68))(this), cVar1 = g_bEnableMasterServerUpdater
             , cVar2 == '\0')) {
            cVar1 = '\0';
          }
          cVar2 = ShouldHideFromMasterServer(this);
          if (cVar2 == '\0') {
            iVar3 = Steam3Server();
            (**(code **)(**(int **)(iVar3 + 4) + 0x60))(*(int **)(iVar3 + 4),cVar1);
            if (cVar1 != '\0') {
              UpdateMasterServerRules(this);
              (**(code **)(*(int *)this + 0x104))(this);
              UpdateMasterServerBasicData(this);
              return;
            }
          }
          else {
            iVar3 = Steam3Server();
            (**(code **)(**(int **)(iVar3 + 4) + 0x60))(*(int **)(iVar3 + 4),0);
          }
        }
      }
    }
  }
  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)