CBaseServer::GetChallengeNr
0x0010a9f0 · 382 bytes · __thiscall
_ZN11CBaseServer14GetChallengeNrER8netadr_s
Decompiled
undefined (2 params)
/* CBaseServer::GetChallengeNr(netadr_s&) */
undefined4 __thiscall CBaseServer::GetChallengeNr(CBaseServer *this,netadr_s *param_1)
{
char cVar1;
int iVar2;
int iVar3;
uint uVar4;
int iVar5;
float fVar6;
int local_24;
float local_20;
if (0 < *(int *)(this + 0x138)) {
iVar2 = *(int *)(this + 300);
iVar5 = 0;
local_24 = 0;
local_20 = 3.4028235e+38;
do {
iVar3 = iVar5 * 0x14;
cVar1 = netadr_s::CompareAdr(param_1,(netadr_s *)(iVar2 + iVar3),true);
iVar2 = *(int *)(this + 300);
if (cVar1 != '\0') {
*(float *)(iVar2 + 0x10 + iVar3) = (float)net_time;
return *(undefined4 *)(*(int *)(this + 300) + 0xc + iVar3);
}
fVar6 = *(float *)(iVar2 + 0x10 + iVar3);
if (fVar6 < local_20) {
local_24 = iVar5;
local_20 = fVar6;
}
iVar5 = iVar5 + 1;
} while (iVar5 < *(int *)(this + 0x138));
if (0x4000 < *(int *)(this + 0x138)) {
CUtlVector<challenge_t,CUtlMemory<challenge_t,int>>::FastRemove
((CUtlVector<challenge_t,CUtlMemory<challenge_t,int>> *)(this + 300),local_24);
}
}
iVar2 = CUtlVector<challenge_t,CUtlMemory<challenge_t,int>>::InsertBefore
((CUtlVector<challenge_t,CUtlMemory<challenge_t,int>> *)(this + 300),
*(int *)(this + 0x138));
iVar5 = *(int *)(this + 300);
iVar2 = iVar2 * 0x14;
iVar3 = RandomInt(0,0xfff);
uVar4 = RandomInt(0,0xffff);
*(uint *)(iVar5 + iVar2 + 0xc) = iVar3 << 0x10 | uVar4;
iVar5 = *(int *)(this + 300);
*(undefined4 *)(iVar5 + iVar2) = *(undefined4 *)param_1;
*(undefined4 *)(iVar5 + 4 + iVar2) = *(undefined4 *)(param_1 + 4);
fVar6 = (float)net_time;
*(undefined2 *)(iVar5 + 8 + iVar2) = *(undefined2 *)(param_1 + 8);
*(float *)(*(int *)(this + 300) + 0x10 + iVar2) = fVar6;
return *(undefined4 *)(*(int *)(this + 300) + 0xc + iVar2);
}
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.