L L4D2node

CServerPlugin::UpdateInstalledPluginInfo

0x002093a0 · 192 bytes · __thiscall

_ZN13CServerPlugin25UpdateInstalledPluginInfoEv

Decompiled

undefined (1 param)

/* CServerPlugin::UpdateInstalledPluginInfo() */

void __thiscall CServerPlugin::UpdateInstalledPluginInfo(CServerPlugin *this)

{
  int iVar1;
  char *pcVar2;
  int iVar3;
  int in_GS_OFFSET;
  char local_420 [1024];
  int local_20;
  
  iVar3 = 0;
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  this[0x41c] = (CServerPlugin)0x0;
  if (0 < *(int *)(this + 0x10)) {
    do {
      pcVar2 = " (disabled)";
      iVar1 = *(int *)(*(int *)(this + 4) + iVar3 * 4);
      if (*(char *)(iVar1 + 0x100) == '\0') {
        pcVar2 = "";
      }
      iVar3 = iVar3 + 1;
      V_snprintf(local_420,0x400,"%s%s\n",iVar1,pcVar2);
      V_strncat((char *)(this + 0x41c),local_420,0x800,-1);
    } while (iVar3 < *(int *)(this + 0x10));
  }
  if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
                    /* WARNING: Subroutine does not return */
    __stack_chk_fail();
  }
  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)