L L4D2node

CMaster::GameDataAcknowledgement

0x00203450 · 136 bytes · __thiscall

_ZN7CMaster23GameDataAcknowledgementEPK8netadr_sPKc

Decompiled

undefined (3 params)

/* CMaster::GameDataAcknowledgement(netadr_s const*, char const*) */

void __thiscall CMaster::GameDataAcknowledgement(CMaster *this,netadr_s *param_1,char *param_2)

{
  char cVar1;
  char *__nptr;
  long lVar2;
  int iVar3;
  int iVar4;
  
  iVar4 = 0;
  iVar3 = 0;
  if (0 < *(int *)(this + 0x10)) {
    do {
      cVar1 = netadr_s::CompareAdr(param_1,(netadr_s *)(*(int *)(this + 4) + iVar3),false);
      if (cVar1 != '\0') {
        iVar4 = *(int *)(this + 4);
        if (iVar3 + iVar4 == 0) {
          return;
        }
        __nptr = (char *)Info_ValueForKey(param_2,"gdversion");
        if (__nptr == (char *)0x0) {
          return;
        }
        if (*__nptr == '\0') {
          return;
        }
        lVar2 = strtol(__nptr,(char **)0x0,10);
        *(long *)(iVar3 + iVar4 + 0xc) = lVar2;
        return;
      }
      iVar4 = iVar4 + 1;
      iVar3 = iVar3 + 0x24;
    } while (iVar4 < *(int *)(this + 0x10));
  }
  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)