CMaster::ReplyInfo
0x00203a50 · 159 bytes · __thiscall
_ZN7CMaster9ReplyInfoER8netadr_sP11CBaseServer
Decompiled
undefined (3 params)
/* CMaster::ReplyInfo(netadr_s&, CBaseServer*) */
void __thiscall CMaster::ReplyInfo(CMaster *this,netadr_s *param_1,CBaseServer *param_2)
{
int iVar1;
char cVar2;
cVar2 = CBaseServer::ShouldHideServer();
if (cVar2 == '\0') {
if (0.25 <= realtime - *(float *)(this + 0x28)) {
RebuildInfo(this,param_2);
iVar1 = *(int *)(this + 0x4e8);
}
else {
iVar1 = *(int *)(this + 0x4e8);
}
if (0 < iVar1) {
NET_SendPacket((INetChannel *)0x0,*(int *)(param_2 + 8),param_1,*(uchar **)(this + 0x4dc),
iVar1 + 7 >> 3,(bf_write *)0x0,false,0);
}
}
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.