L L4D2node

CPureServerWhitelist::Decode

0x001d8310 · 195 bytes · __thiscall

_ZN20CPureServerWhitelist6DecodeER10CUtlBuffer

Decompiled

undefined (2 params)

/* CPureServerWhitelist::Decode(CUtlBuffer&) */

void __thiscall CPureServerWhitelist::Decode(CPureServerWhitelist *this,CUtlBuffer *param_1)

{
  char cVar1;
  CPureServerWhitelist CVar2;
  char local_d;
  
  DecodeCommandList(this,(CUtlDict *)(this + 8),param_1);
  DecodeCommandList(this,(CUtlDict *)(this + 0x2c),param_1);
  DecodeCommandList(this,(CUtlDict *)(this + 0x50),param_1);
  if (*(int *)(param_1 + 0x1c) == *(int *)(param_1 + 0xc) ||
      *(int *)(param_1 + 0x1c) - *(int *)(param_1 + 0xc) < 0) {
    this[0x88] = (CPureServerWhitelist)0x0;
    return;
  }
  if (((byte)param_1[0x15] & 1) == 0) {
    cVar1 = CUtlBuffer::CheckGet(param_1,1);
    CVar2 = (CPureServerWhitelist)0x0;
    if (cVar1 != '\0') {
      cVar1 = *(char *)(*(int *)param_1 + (*(int *)(param_1 + 0xc) - *(int *)(param_1 + 0x20)));
      *(int *)(param_1 + 0xc) = *(int *)(param_1 + 0xc) + 1;
      CVar2 = (CPureServerWhitelist)(cVar1 != '\0');
    }
  }
  else {
    local_d = '\0';
    CUtlBuffer::Scanf(param_1,"%c",&local_d);
    CVar2 = (CPureServerWhitelist)(local_d != '\0');
  }
  this[0x88] = CVar2;
  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)