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 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.