CBaseServer::CheckChallengeNr
0x0010a880 · 353 bytes · __thiscall
_ZN11CBaseServer16CheckChallengeNrER8netadr_si
Decompiled
undefined (3 params)
/* CBaseServer::CheckChallengeNr(netadr_s&, int) */
char __thiscall CBaseServer::CheckChallengeNr(CBaseServer *this,netadr_s *param_1,int param_2)
{
int iVar1;
char cVar2;
char cVar3;
undefined4 uVar4;
int iVar5;
cVar2 = netadr_s::IsLoopback(param_1);
if (cVar2 == '\0') {
iVar5 = 0;
if (0 < *(int *)(this + 0x138)) {
do {
while( true ) {
iVar1 = iVar5 * 0x14;
cVar3 = netadr_s::CompareAdr(param_1,(netadr_s *)(*(int *)(this + 300) + iVar1),true);
if (cVar3 != '\0') {
if (param_2 != *(int *)(*(int *)(this + 300) + iVar1 + 0xc)) {
return '\0';
}
if (net_time <= (double)(*(float *)(*(int *)(this + 300) + iVar1 + 0x10) + 3600.0)) {
return cVar3;
}
CUtlVector<challenge_t,CUtlMemory<challenge_t,int>>::FastRemove
((CUtlVector<challenge_t,CUtlMemory<challenge_t,int>> *)(this + 300),iVar5);
uVar4 = netadr_s::ToString(param_1,false);
ConMsg("Old challenge from %s.\n",uVar4);
return '\0';
}
if (net_time <= (double)(*(float *)(*(int *)(this + 300) + 0x10 + iVar1) + 3600.0)) break;
CUtlVector<challenge_t,CUtlMemory<challenge_t,int>>::FastRemove
((CUtlVector<challenge_t,CUtlMemory<challenge_t,int>> *)(this + 300),iVar5);
if (*(int *)(this + 0x138) <= iVar5) goto LAB_0010a93d;
}
iVar5 = iVar5 + 1;
} while (iVar5 < *(int *)(this + 0x138));
}
LAB_0010a93d:
if (param_2 != -1) {
uVar4 = netadr_s::ToString(param_1,false);
ConDMsg("No challenge from %s.\n",uVar4);
}
}
return cVar2;
}
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.