L L4D2node

CHLTVServer::InitClientRecvTables

0x001700c0 · 264 bytes · __thiscall

_ZN11CHLTVServer20InitClientRecvTablesEv

Decompiled

undefined (1 param)

/* CHLTVServer::InitClientRecvTables() */

void __thiscall CHLTVServer::InitClientRecvTables(CHLTVServer *this)

{
  CHLTVServer *pCVar1;
  undefined4 uVar2;
  int iVar3;
  undefined4 *puVar4;
  undefined4 uVar5;
  undefined4 *puVar6;
  uint uVar7;
  
  iVar3 = ClientDLL_GetAllClasses();
  if (iVar3 == 0) {
    iVar3 = (**(code **)(*serverGameDLL + 0x28))(serverGameDLL);
    pCVar1 = this + 0x5390;
    for (; iVar3 != 0; iVar3 = *(int *)(iVar3 + 8)) {
      AddRecvTableR(*(SendTable **)(iVar3 + 4),(RecvTable **)pCVar1,(int *)(this + 0x6390));
      if (0x3ff < *(uint *)(this + 0x6390)) {
        Error("AddRecvTableR: overflowed MAX_DATATABLES");
      }
    }
    for (puVar4 = (undefined4 *)(**(code **)(*serverGameDLL + 0x28))(serverGameDLL);
        puVar4 != (undefined4 *)0x0; puVar4 = (undefined4 *)puVar4[2]) {
      uVar7 = *(uint *)(this + 0x6390);
      if (0x3ff < uVar7) {
        Error("ClientDLL_InitRecvTableMgr: overflowed MAX_DATATABLES");
        uVar7 = *(uint *)(this + 0x6390);
      }
      uVar5 = FindRecvTable(*(char **)(puVar4[1] + 8),(RecvTable **)pCVar1,uVar7);
      puVar6 = operator_new(0x18);
      uVar2 = *puVar4;
      *puVar6 = 0;
      puVar6[1] = 0;
      puVar6[3] = uVar5;
      puVar6[2] = uVar2;
      puVar6[4] = g_pClientClassHead;
      g_pClientClassHead = puVar6;
    }
    RecvTable_Init((RecvTable **)pCVar1,*(int *)(this + 0x6390));
  }
  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)