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 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.