L L4D2node

CGameServer::SyncClientUpdates

0x001fc9f0 · 155 bytes · __thiscall

_ZN11CGameServer17SyncClientUpdatesEv

Decompiled

undefined (1 param)

/* CGameServer::SyncClientUpdates() */

void __thiscall CGameServer::SyncClientUpdates(CGameServer *this)

{
  undefined8 uVar1;
  int *piVar2;
  char cVar3;
  int iVar4;
  int iVar5;
  
  iVar4 = (**(code **)(*(int *)this + 0x20))(this);
  if (0 < iVar4) {
    for (iVar4 = 0; iVar5 = (**(code **)(*(int *)this + 0x20))(this), iVar4 < iVar5;
        iVar4 = iVar4 + 1) {
      piVar2 = *(int **)(*(int *)(this + 0x114) + iVar4 * 4);
      cVar3 = (**(code **)(*piVar2 + 0x78))(piVar2);
      if (cVar3 == '\0') {
        if (iVar4 == -1) {
          return;
        }
        uVar1 = *(undefined8 *)(*(int *)(*(int *)(this + 0x114) + iVar4 * 4) + 0x218);
        for (iVar4 = 0; iVar5 = (**(code **)(*(int *)this + 0x20))(this), iVar4 < iVar5;
            iVar4 = iVar4 + 1) {
          *(undefined8 *)(*(int *)(*(int *)(this + 0x114) + iVar4 * 4) + 0x218) = uVar1;
        }
        return;
      }
    }
  }
  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)