L L4D2node

CHLTVTestSystem::RetryTest

0x00175080 · 124 bytes · __thiscall

_ZN15CHLTVTestSystem9RetryTestEi

Decompiled

undefined (2 params)

/* CHLTVTestSystem::RetryTest(int) */

void __thiscall CHLTVTestSystem::RetryTest(CHLTVTestSystem *this,int param_1)

{
  CAddressList *this_00;
  CHLTVServer *this_01;
  int iVar1;
  int iVar2;
  char *pcVar3;
  int iVar4;
  
  iVar1 = *(int *)(this + 0xc);
  if (param_1 + 1 <= *(int *)(this + 0xc)) {
    iVar1 = param_1 + 1;
  }
  if (0 < iVar1) {
    iVar4 = 0;
    do {
      this_01 = *(CHLTVServer **)(*(int *)this + iVar4 * 4);
      this_00 = (CAddressList *)(this_01 + 0x240);
      iVar2 = CAddressList::Count(this_00);
      if (0 < iVar2) {
        iVar2 = CAddressList::Get(this_00,0);
        pcVar3 = CUtlString::operator_cast_to_char_((CUtlString *)(iVar2 + 0x10));
        CHLTVServer::ConnectRelay(this_01,pcVar3);
      }
      iVar4 = iVar4 + 1;
    } while (iVar4 != iVar1);
  }
  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)