L L4D2node

CGameServer::CopyPureServerWhitelistToStringTable

0x001fef30 · 133 bytes · __thiscall

_ZN11CGameServer36CopyPureServerWhitelistToStringTableEv

Decompiled

undefined (1 param)

/* CGameServer::CopyPureServerWhitelistToStringTable() */

void __thiscall CGameServer::CopyPureServerWhitelistToStringTable(CGameServer *this)

{
  undefined4 local_44 [4];
  undefined4 local_34;
  
  if (*(int *)(this + 0x2d374) != 0) {
    CUtlBuffer::CUtlBuffer((CUtlBuffer *)local_44,0,0,0);
                    /* try { // try from 001fef75 to 001fefa5 has its CatchHandler @ 001fefb5 */
    CPureServerWhitelist::Encode(*(CPureServerWhitelist **)(this + 0x2d374),(CUtlBuffer *)local_44);
    (**(code **)(**(int **)(this + 0xcc) + 0x24))
              (*(int **)(this + 0xcc),1,"PureServerWhitelist",local_34,local_44[0]);
    CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)local_44);
  }
  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)