L L4D2node

CMaster::Heartbeat_Legacy_f

0x00201590 · 131 bytes · __thiscall

_ZN7CMaster18Heartbeat_Legacy_fEv

Decompiled

undefined (1 param)

/* CMaster::Heartbeat_Legacy_f() */

void __thiscall CMaster::Heartbeat_Legacy_f(CMaster *this)

{
  char cVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  int iVar5;
  int iVar6;
  int iVar7;
  
  if (0 < *(int *)(this + 0x10)) {
    iVar5 = *(int *)(this + 4);
    iVar6 = 0;
    iVar7 = 0;
    do {
      iVar4 = iVar5 + iVar6;
      if (0 < *(int *)(iVar4 + 0x1c)) {
        iVar2 = 0;
        do {
          iVar3 = iVar2 + 1;
          *(undefined4 *)(iVar2 * 0x10 + *(int *)(iVar4 + 0x10) + 8) = 0xc61c3c00;
          iVar5 = *(int *)(this + 4);
          iVar4 = iVar5 + iVar6;
          iVar2 = iVar3;
        } while (iVar3 < *(int *)(iVar4 + 0x1c));
      }
      iVar7 = iVar7 + 1;
      iVar6 = iVar6 + 0x24;
    } while (iVar7 < *(int *)(this + 0x10));
  }
  cVar1 = CBaseServer::ShouldHideFromMasterServer((CBaseServer *)&sv);
  if (cVar1 == '\0') {
    return;
  }
  Msg();
  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)