CPhoneHome::Init
0x001818f0 · 371 bytes · __thiscall
_ZN10CPhoneHome4InitEv
Decompiled
undefined (1 param)
/* CPhoneHome::Init() */
void __thiscall CPhoneHome::Init(CPhoneHome *this)
{
char *pcVar1;
char cVar2;
int *piVar3;
int iVar4;
int iVar5;
char *pcVar6;
CBlockingUDPSocket *this_00;
char *pcVar7;
int in_GS_OFFSET;
char acStack_41 [33];
int local_20;
pcVar1 = acStack_41 + 1;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
V_strncpy(pcVar1,"VLV_INTERNAL ",0x20);
piVar3 = (int *)CommandLine_Tier0();
iVar4 = (**(code **)(*piVar3 + 0x28))(piVar3,&DAT_002b5536);
if (0 < iVar4) {
piVar3 = (int *)CommandLine_Tier0();
iVar5 = (**(code **)(*piVar3 + 0x24))(piVar3);
if (iVar4 + 1 < iVar5) {
piVar3 = (int *)CommandLine_Tier0();
pcVar6 = (char *)(**(code **)(*piVar3 + 0x2c))(piVar3,iVar4 + 1);
_V_memset(pcVar1,0,0x20);
V_strncpy(pcVar1,pcVar6,0x20);
}
else {
acStack_41[1] = 0x21;
}
}
iVar4 = _V_strlen(pcVar1);
if (0 < iVar4) {
iVar4 = _V_strlen("VLV_INTERNAL");
iVar4 = V_strnicmp(pcVar1,"VLV_INTERNAL",iVar4);
if (iVar4 != 0) {
iVar4 = _V_strlen(pcVar1);
if (pcVar1 < pcVar1 + iVar4 + -1) {
cVar2 = acStack_41[iVar4];
pcVar6 = pcVar1 + iVar4 + -1;
while (cVar2 == ' ') {
pcVar7 = pcVar6 + -1;
*pcVar6 = '\0';
if (pcVar7 == pcVar1) break;
pcVar6 = pcVar7;
cVar2 = *pcVar7;
}
}
cVar2 = NET_StringToAdr("67.132.200.140:27013",(netadr_s *)(this + 8));
if (cVar2 != '\0') {
this[4] = (CPhoneHome)0x1;
V_strncpy((char *)(this + 0x14),pcVar1,0x20);
this_00 = operator_new(0x18);
/* try { // try from 00181a64 to 00181a68 has its CatchHandler @ 00181a76 */
CBlockingUDPSocket::CBlockingUDPSocket(this_00);
*(CBlockingUDPSocket **)(this + 0x3c) = this_00;
}
}
}
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.