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 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.