CMaster::CheckHeartbeat
0x002032b0 · 385 bytes · __thiscall
_ZN7CMaster14CheckHeartbeatEP11CBaseServer
Decompiled
undefined (2 params)
/* CMaster::CheckHeartbeat(CBaseServer*) */
void __thiscall CMaster::CheckHeartbeat(CMaster *this,CBaseServer *param_1)
{
bool bVar1;
char cVar2;
float *pfVar3;
int iVar4;
uchar local_1d [13];
if (*(int *)(sv_master_legacy_mode._28_4_ + 0x30) == 0) {
cVar2 = IsUsingMasterLegacyMode();
if (cVar2 == '\0') {
return;
}
}
if (this[0x18] == (CMaster)0x0) {
cVar2 = (**(code **)(*(int *)param_1 + 0x58))(param_1);
if (cVar2 != '\0') {
cVar2 = (**(code **)(*(int *)param_1 + 0x68))(param_1);
if (cVar2 != '\0') {
cVar2 = CBaseServer::ShouldHideFromMasterServer(param_1);
if (cVar2 == '\0') {
(**(code **)(*(int *)this + 8))(this);
local_1d[0] = 'q';
if (0 < *(int *)(this + 0x10)) {
iVar4 = 0;
bVar1 = false;
do {
pfVar3 = (float *)GetHeartbeat(this,(CMasterserver *)
(*(int *)(this + 4) + iVar4 * 0x24),param_1);
if ((pfVar3 != (float *)0x0) &&
((double)*(int *)(this + 0x1c) <= net_time - (double)pfVar3[2])) {
if ((*pfVar3 <= 0.0) ||
((double)*(int *)(mm_heartbeat_timeout._28_4_ + 0x30) <=
net_time - (double)*pfVar3)) {
*pfVar3 = (float)net_time;
pfVar3[2] = (float)net_time;
if (!bVar1) {
Msg("Sending heartbeat to master server...\n");
}
NET_SendPacket((INetChannel *)0x0,*(int *)(param_1 + 8),
(netadr_s *)(iVar4 * 0x24 + *(int *)(this + 4)),local_1d,1,
(bf_write *)0x0,false,0);
bVar1 = true;
}
}
iVar4 = iVar4 + 1;
} while (iVar4 < *(int *)(this + 0x10));
}
}
}
}
}
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.