CServerRemoteAccess::GetDataResponseSize
0x0020d630 · 119 bytes · __thiscall
_ZN19CServerRemoteAccess19GetDataResponseSizeEj
Decompiled
undefined (2 params)
/* CServerRemoteAccess::GetDataResponseSize(unsigned int) */
undefined4 __thiscall
CServerRemoteAccess::GetDataResponseSize(CServerRemoteAccess *this,uint param_1)
{
uint uVar1;
int iVar2;
int iVar3;
iVar3 = *(int *)(this + 0x10);
if (((iVar3 < 0) || (*(int *)(this + 8) <= iVar3)) || (*(int *)(this + 0x24) < iVar3)) {
return 0;
}
while( true ) {
iVar2 = iVar3 * 0x44 + *(int *)(this + 4);
if (iVar3 == *(int *)(iVar2 + 0x3c)) {
if (iVar3 != *(int *)(iVar2 + 0x40)) {
return 0;
}
uVar1 = *(uint *)(iVar2 + 0x38);
}
else {
uVar1 = *(uint *)(iVar2 + 0x38);
}
if (uVar1 == param_1) {
return *(undefined4 *)(iVar2 + 0x10);
}
iVar3 = *(int *)(iVar2 + 0x40);
if (iVar3 < 0) {
return 0;
}
if (*(int *)(this + 8) <= iVar3) break;
if (*(int *)(this + 0x24) < iVar3) {
return 0;
}
}
return 0;
}
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.