L L4D2node

CHLTVServer::StartPlayback

0x001743b0 · 335 bytes · __cdecl

_ZN11CHLTVServer13StartPlaybackEPKcb

Decompiled

undefined (2 params)

/* CHLTVServer::StartPlayback(char const*, bool) */

undefined4 CHLTVServer::StartPlayback(char *param_1,bool param_2)

{
  CDemoFile *this;
  undefined4 uVar1;
  int iVar2;
  int *piVar3;
  longdouble lVar4;
  longdouble lVar5;
  undefined3 in_stack_00000009;
  
  this = (CDemoFile *)(param_1 + 0x8400);
  (**(code **)(*(int *)param_1 + 0x18))(param_1);
  uVar1 = CDemoFile::Open(this,_param_2,true);
  if ((char)uVar1 != '\0') {
    iVar2 = CDemoFile::ReadDemoHeader(this);
    if (iVar2 == 0) {
      uVar1 = 0;
      ConMsg("Failed to read demo header.\n");
      CDemoFile::Close(this);
    }
    else {
      piVar3 = (int *)NET_CreateNetChannel
                                (0,(netadr_s *)0x0,"DEMO",(INetChannelHandler *)(param_1 + 0x214),
                                 false);
      *(int **)(param_1 + 0x224) = piVar3;
      if (piVar3 != (int *)0x0) {
        (**(code **)(*piVar3 + 0x84))(piVar3,0xbf800000,0);
        param_1[0x8ab0] = '\x01';
        ConMsg("Reading complete demo file at once...\n");
        lVar4 = (longdouble)Plat_FloatTime();
        ReadCompeleteDemoFile((CHLTVServer *)param_1);
        lVar5 = (longdouble)Plat_FloatTime();
        ConMsg("Reading time :%.4f\n",(double)lVar5 - (double)lVar4);
        NET_RemoveNetChannel
                  (*(INetChannel **)(param_1 + 0x224),SUB41(*(INetChannel **)(param_1 + 0x224),0));
        param_1[0x224] = '\0';
        param_1[0x225] = '\0';
        param_1[0x226] = '\0';
        param_1[0x227] = '\0';
        return uVar1;
      }
      uVar1 = 0;
      ConMsg("CDemo::Play: failed to create demo net channel\n");
      CDemoFile::Close(this);
    }
  }
  return uVar1;
}

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)