L L4D2node

CGameServer::InitMaxClients

0x001fbe80 · 440 bytes · __thiscall

_ZN11CGameServer14InitMaxClientsEv

Decompiled

undefined (1 param)

/* CGameServer::InitMaxClients() */

void __thiscall CGameServer::InitMaxClients(CGameServer *this)

{
  char cVar1;
  int *piVar2;
  undefined4 ****ppppuVar3;
  undefined4 ****ppppuVar4;
  int local_18;
  undefined4 ***local_14;
  undefined4 ***local_10;
  
  local_18 = 1;
  local_14 = (undefined4 ****)0x20;
  local_10 = (undefined4 ***)&DAT_00000001;
  if (serverGameClients != (undefined4 *)0x0) {
    ppppuVar3 = &local_14;
    (**(code **)*serverGameClients)(serverGameClients,&local_18,ppppuVar3,&local_10);
    if (local_18 < 1) {
      Sys_Error("GetPlayerLimits:  min maxplayers must be >= 1 (%i)",local_18);
    }
    else if ((int)local_10 < 1) {
      Sys_Error("GetPlayerLimits:  default maxplayers must be >= 1 (%i)",local_18);
    }
    if (((int)local_14 < local_18) || ((int)local_14 < (int)local_10)) {
      ppppuVar3 = (undefined4 ****)local_14;
      Sys_Error("GetPlayerLimits:  min maxplayers %i > max %i",local_18,local_14);
    }
    if (0x20 < (int)local_14) {
      Sys_Error("GetPlayerLimits:  max players limited to %i",0x20,ppppuVar3);
    }
  }
  *(int *)(this + 0x21c) = local_18;
  *(undefined4 ****)(this + 0x220) = local_14;
  piVar2 = (int *)CommandLine_Tier0();
  ppppuVar3 = (undefined4 ****)(**(code **)(*piVar2 + 0x1c))(piVar2,"-maxplayers",0xffffffff);
  if (*(int *)(tv_enable._28_4_ + 0x30) != 0) {
    *(int *)(this + 0x220) = *(int *)(this + 0x220) + 1;
    ppppuVar3 = (undefined4 ****)((int)ppppuVar3 + 1);
  }
  if ((int)ppppuVar3 < 1) {
    ppppuVar4 = *(undefined4 *****)(this + 0x220);
    ppppuVar3 = (undefined4 ****)local_10;
  }
  else {
    if ((int)local_14 < (int)ppppuVar3) {
      ppppuVar3 = (undefined4 ****)local_14;
    }
    ppppuVar4 = *(undefined4 *****)(this + 0x21c);
    if ((int)*(undefined4 *****)(this + 0x21c) <= (int)ppppuVar3) {
      ppppuVar4 = ppppuVar3;
    }
    *(undefined4 *****)(this + 0x220) = ppppuVar4;
  }
  if (((int)ppppuVar3 <= (int)ppppuVar4) &&
     (ppppuVar4 = *(undefined4 *****)(this + 0x21c),
     (int)*(undefined4 *****)(this + 0x21c) <= (int)ppppuVar3)) {
    ppppuVar4 = ppppuVar3;
  }
  cVar1 = CL_IsHL2Demo();
  if (((cVar1 != '\0') || (cVar1 = CL_IsPortalDemo(), cVar1 != '\0')) &&
     (cVar1 = (**(code **)(*(int *)this + 0x60))(this), cVar1 == '\0')) {
    *(undefined4 *)(this + 0x21c) = 1;
    ppppuVar4 = (undefined4 ****)&DAT_00000001;
    *(undefined4 *)(this + 0x220) = 1;
  }
  (**(code **)(*(int *)this + 0x98))(this,ppppuVar4);
  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)