CGameServer::AssignClassIds
0x00205ca0 · 247 bytes · __thiscall
_ZN11CGameServer14AssignClassIdsEv
Decompiled
undefined (1 param)
/* CGameServer::AssignClassIds() */
void __thiscall CGameServer::AssignClassIds(CGameServer *this)
{
undefined4 *puVar1;
undefined4 *puVar2;
int iVar3;
int *piVar4;
int iVar5;
uint uVar6;
puVar1 = (undefined4 *)(**(code **)(*serverGameDLL + 0x28))(serverGameDLL);
if (puVar1 == (undefined4 *)0x0) {
*(undefined4 *)(this + 0xf8) = 0;
iVar3 = Q_log2(0);
*(int *)(this + 0xfc) = iVar3 + 1;
piVar4 = (int *)CommandLine_Tier0();
(**(code **)(*piVar4 + 0x28))(piVar4,"-netspike");
}
else {
uVar6 = 0;
puVar2 = puVar1;
do {
puVar2 = (undefined4 *)puVar2[2];
uVar6 = uVar6 + 1;
} while (puVar2 != (undefined4 *)0x0);
if (0x200 < (int)uVar6) {
Error("CGameServer::AssignClassIds: too many server classes (%i, MAX = %i).\n",uVar6,0x200);
}
*(uint *)(this + 0xf8) = uVar6;
iVar3 = Q_log2(uVar6);
*(int *)(this + 0xfc) = iVar3 + 1;
piVar4 = (int *)CommandLine_Tier0();
iVar5 = (**(code **)(*piVar4 + 0x28))(piVar4,"-netspike");
iVar3 = 0;
do {
puVar1[3] = iVar3;
if (iVar5 == 0) {
puVar1 = (undefined4 *)puVar1[2];
}
else {
Msg("%d == \'%s\'\n",iVar3,*puVar1);
puVar1 = (undefined4 *)puVar1[2];
}
iVar3 = iVar3 + 1;
} while (puVar1 != (undefined4 *)0x0);
}
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.