CHLTVServer::StartRelay
0x001709a0 · 191 bytes · __thiscall
_ZN11CHLTVServer10StartRelayEv
Decompiled
undefined (1 param)
/* CHLTVServer::StartRelay() */
void __thiscall CHLTVServer::StartRelay(CHLTVServer *this)
{
undefined4 uVar1;
double dVar2;
char cVar3;
if (*(int *)(this + 0x274) < 2) {
cVar3 = (**(code **)(*(int *)this + 0x78))(this);
if (cVar3 == '\0') {
DevMsg("StartRelay: not connected.\n");
/* WARNING: Could not recover jumptable at 0x00170a69. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*(int *)this + 0x14))();
return;
}
}
(**(code **)(*(int *)this + 0x18))(this);
if (*(int *)(this + 0x6390) == 0) {
InitClientRecvTables(this);
}
CHLTVFrame::AllocBuffers((CHLTVFrame *)(this + 0x51d0));
uVar1 = tv_maxclients._28_4_;
*(CHLTVServer **)(this + 0xc0) = this + 0x63bc;
(**(code **)(*(int *)this + 0xb0))(this,*(undefined4 *)(uVar1 + 0x30));
dVar2 = net_time;
this[0x537c] = (CHLTVServer)0x1;
*(int *)(this + 0x10c) = *(int *)(this + 0x10c) + 1;
*(undefined4 *)(this + 8) = 1;
*(float *)(this + 0x5380) = (float)dVar2;
return;
}
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.