L L4D2node

CBaseServer::ReconnectClients

0x0010be90 · 444 bytes · __thiscall

_ZN11CBaseServer16ReconnectClientsEv

Decompiled

undefined (1 param)

/* CBaseServer::ReconnectClients() */

void __thiscall CBaseServer::ReconnectClients(CBaseServer *this)

{
  CBaseClient *this_00;
  char cVar1;
  int iVar2;
  undefined **local_9c;
  undefined1 local_98;
  undefined4 local_94;
  undefined4 local_90;
  undefined4 local_8c;
  undefined8 local_88;
  undefined4 local_80;
  undefined4 local_7c;
  undefined8 local_78;
  undefined4 local_70;
  undefined4 local_6c;
  undefined1 local_68;
  undefined8 local_64;
  undefined4 local_5c;
  undefined4 local_58;
  undefined4 local_50;
  undefined4 local_4c;
  undefined4 local_48;
  undefined4 local_44;
  undefined4 local_40;
  undefined4 local_3c;
  undefined4 local_38;
  undefined4 local_34;
  undefined4 local_30;
  undefined4 local_2c;
  undefined4 local_28;
  undefined4 local_24;
  undefined4 local_20;
  
  iVar2 = 0;
  if (0 < *(int *)(this + 0x120)) {
    do {
      while( true ) {
        this_00 = *(CBaseClient **)(*(int *)(this + 0x114) + iVar2 * 4);
        cVar1 = (**(code **)(*(int *)this_00 + 0x6c))(this_00);
        if (cVar1 == '\0') break;
        CBaseClient::SetSignonState(this_00,2);
        local_50 = *(undefined4 *)(this_00 + 0xec);
        local_68 = 0;
        local_90 = 0;
        local_8c = 0;
        local_88 = 0;
        local_80 = 0;
        local_7c = 0;
        local_78 = 0;
        local_70 = 0;
        local_6c = 0;
        local_64 = 0;
        local_5c = 0;
        local_58 = 0;
        local_98 = 1;
        local_94 = 0;
        local_9c = &PTR__NET_SignonState_002a1888;
        local_44 = 0;
        local_40 = 0;
        local_3c = 0;
        local_38 = 0;
        local_34 = 0;
        local_30 = 0;
        local_2c = 0;
        local_28 = 0;
        local_24 = 0;
        local_20 = 0;
        local_4c = 0xffffffff;
        local_48 = 0;
                    /* try { // try from 0010bfc1 to 0010bfe7 has its CatchHandler @ 0010c04c */
        CBaseClient::FillSignOnFullServerInfo(this_00,(NET_SignonState *)&local_9c);
        (**(code **)(*(int *)this_00 + 100))(this_00,&local_9c,0,0);
        local_24 = 0;
        iVar2 = iVar2 + 1;
        local_9c = &PTR__NET_SignonState_002a1888;
        CUtlMemory<char,int>::Purge((CUtlMemory<char,int> *)&local_30);
        local_20 = local_30;
        CUtlMemory<char,int>::Purge((CUtlMemory<char,int> *)&local_30);
        local_38 = 0;
        CUtlMemory<char,int>::Purge((CUtlMemory<char,int> *)&local_44);
        local_34 = local_44;
        CUtlMemory<char,int>::Purge((CUtlMemory<char,int> *)&local_44);
        if (*(int *)(this + 0x120) <= iVar2) {
          return;
        }
      }
      iVar2 = iVar2 + 1;
    } while (iVar2 < *(int *)(this + 0x120));
  }
  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)