CMaster::RebuildInfo
0x002034e0 · 884 bytes · __thiscall
_ZN7CMaster11RebuildInfoEP11CBaseServer
Decompiled
undefined (2 params)
/* CMaster::RebuildInfo(CBaseServer*) */
void __thiscall CMaster::RebuildInfo(CMaster *this,CBaseServer *param_1)
{
int *piVar1;
char cVar2;
char *pcVar3;
int iVar4;
undefined4 uVar5;
char *pcVar6;
uint uVar7;
bf_write *this_00;
byte bVar8;
int in_GS_OFFSET;
uint local_158;
uint local_154;
uint local_150;
char local_14c [40];
char local_124 [260];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
*(undefined4 *)(this + 0x28) = realtime;
this_00 = (bf_write *)(this + 0x4dc);
bf_write::Reset(this_00);
bf_write::Reset(this_00);
bf_write::WriteLong(this_00,-1);
bf_write::WriteByte(this_00,0x49);
bf_write::WriteByte(this_00,7);
pcVar3 = (char *)(**(code **)(*(int *)param_1 + 0x38))(param_1);
bf_write::WriteString(this_00,pcVar3);
pcVar3 = (char *)(**(code **)(*(int *)param_1 + 0x3c))(param_1);
bf_write::WriteString(this_00,pcVar3);
V_FileBase(com_gamedir,local_124,0x104);
bf_write::WriteString(this_00,local_124);
pcVar3 = (char *)(**(code **)(*serverGameDLL + 0x2c))(serverGameDLL);
bf_write::WriteString(this_00,pcVar3);
iVar4 = GetSteamAppID();
bf_write::WriteShort(this_00,iVar4);
CBaseServer::GetMasterServerPlayerCounts
((CBaseServer *)&sv,(int *)&local_158,(int *)&local_154,(int *)&local_150);
bf_write::WriteByte(this_00,local_158);
bf_write::WriteByte(this_00,local_154);
bf_write::WriteByte(this_00,local_150);
cVar2 = (**(code **)(*(int *)param_1 + 0x70))(param_1);
if (cVar2 == '\0') {
cVar2 = (**(code **)(*(int *)param_1 + 0x60))(param_1);
if (cVar2 == '\0') {
bf_write::WriteByte(this_00,0x6c);
}
else {
bf_write::WriteByte(this_00,100);
}
}
else {
bf_write::WriteByte(this_00,0x70);
}
bf_write::WriteByte(this_00,0x6c);
iVar4 = (**(code **)(*(int *)param_1 + 0x74))(param_1);
bf_write::WriteByte(this_00,(uint)(iVar4 != 0));
iVar4 = Steam3Server();
piVar1 = *(int **)(iVar4 + 4);
if ((piVar1 != (int *)0x0) && (cVar2 = (**(code **)(*piVar1 + 0x24))(piVar1), cVar2 != '\0')) {
cVar2 = (**(code **)(*(int *)param_1 + 0x70))(param_1);
uVar7 = 1;
if (cVar2 == '\0') goto LAB_00203696;
}
uVar7 = 0;
LAB_00203696:
bf_write::WriteByte(this_00,uVar7);
uVar5 = GetHostVersionString();
V_snprintf(local_14c,0x28,"%s",uVar5);
bVar8 = 0x80;
bf_write::WriteString(this_00,local_14c);
if (DAT_003b7f64 < 1) {
bVar8 = 0;
}
if (hltv != (int *)0x0) {
cVar2 = (**(code **)(hltv[1] + 0x58))(hltv + 1);
if (cVar2 != '\0') {
bVar8 = bVar8 | 0x40;
}
}
pcVar3 = (char *)CBaseServer::GetGameType((CBaseServer *)&sv);
if (pcVar3 != (char *)0x0) {
iVar4 = _V_strlen(pcVar3);
if (0 < iVar4) {
bVar8 = bVar8 | 0x20;
}
}
bf_write::WriteByte(this_00,(uint)bVar8);
if ((char)bVar8 < '\0') {
uVar7 = NET_GetUDPPort(1);
bf_write::WriteShort(this_00,uVar7 & 0xffff);
}
if ((bVar8 & 0x40) != 0) {
uVar7 = NET_GetUDPPort(2);
bf_write::WriteShort(this_00,uVar7 & 0xffff);
if (hltv == (int *)0x0) {
pcVar6 = (char *)(**(code **)(*(int *)param_1 + 0x38))(param_1);
bf_write::WriteString(this_00,pcVar6);
}
else {
pcVar6 = (char *)(**(code **)(*hltv + 0x30))(hltv);
bf_write::WriteString(this_00,pcVar6);
}
}
if ((bVar8 & 0x20) != 0) {
bf_write::WriteString(this_00,pcVar3);
}
if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.