L L4D2node

CMaster::ReplyPlayers

0x002043b0 · 162 bytes · __thiscall

_ZN7CMaster12ReplyPlayersER8netadr_sP11CGameServer

Decompiled

undefined (3 params)

/* CMaster::ReplyPlayers(netadr_s&, CGameServer*) */

void __thiscall CMaster::ReplyPlayers(CMaster *this,netadr_s *param_1,CGameServer *param_2)

{
  int iVar1;
  char cVar2;
  
  cVar2 = CBaseServer::ShouldHideServer();
  if (cVar2 == '\0') {
    if (0.25 <= realtime - *(float *)(this + 0x9c0)) {
      RebuildPlayers(this,param_2);
      iVar1 = *(int *)(this + 0xe80);
    }
    else {
      iVar1 = *(int *)(this + 0xe80);
    }
    if (0 < iVar1) {
      NET_SendPacket((INetChannel *)0x0,*(int *)(param_2 + 8),param_1,*(uchar **)(this + 0xe74),
                     iVar1 + 7 >> 3,(bf_write *)0x0,false,0);
    }
  }
  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)