L L4D2node

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 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)