CServerRemoteAccess::GetUserBanList
0x0020d8f0 · 383 bytes · __thiscall
_ZN19CServerRemoteAccess14GetUserBanListER10CUtlBuffer
Decompiled
undefined (2 params)
/* CServerRemoteAccess::GetUserBanList(CUtlBuffer&) */
void __thiscall CServerRemoteAccess::GetUserBanList(CServerRemoteAccess *this,CUtlBuffer *param_1)
{
float fVar1;
uint uVar2;
char cVar3;
USERID_s *pUVar4;
undefined4 uVar5;
int iVar6;
int iVar7;
iVar7 = 0;
iVar6 = 0;
if (0 < DAT_003b244c) {
do {
iVar6 = iVar6 + 1;
pUVar4 = (USERID_s *)(g_UserFilters + iVar7);
iVar7 = iVar7 + 0x18;
fVar1 = *(float *)(pUVar4 + 0x14);
uVar5 = GetUserIDString(pUVar4);
CUtlBuffer::Printf(param_1,"%i %s : %.3f min\n",iVar6,uVar5,(double)fVar1);
} while (iVar6 < DAT_003b244c);
}
iVar6 = 0;
if (0 < DAT_003b2460) {
do {
iVar7 = iVar6 + 1;
iVar6 = iVar6 * 0x10 + g_IPFilters;
uVar2 = *(uint *)(iVar6 + 4);
CUtlBuffer::Printf(param_1,"%i %i.%i.%i.%i : %.3f min\n",DAT_003b244c + iVar7,uVar2 & 0xff,
uVar2 >> 8 & 0xff,uVar2 >> 0x10 & 0xff,uVar2 >> 0x18,
(double)*(float *)(iVar6 + 0xc));
iVar6 = iVar7;
} while (iVar7 < DAT_003b2460);
}
if (((((byte)param_1[0x15] & 1) != 0) && (*(int *)(param_1 + 0x10) != 0)) &&
(*(char *)(*(int *)param_1 + ((*(int *)(param_1 + 0x10) + -1) - *(int *)(param_1 + 0x20))) ==
'\n')) {
iVar6 = 0;
if (((byte)param_1[0x15] & 0x10) == 0) {
iVar6 = *(int *)(param_1 + 0x18);
}
while (iVar6 = iVar6 + -1, -1 < iVar6) {
cVar3 = CUtlBuffer::CheckPut(param_1,1);
if (cVar3 != '\0') {
*(undefined1 *)(*(int *)param_1 + (*(int *)(param_1 + 0x10) - *(int *)(param_1 + 0x20))) = 9
;
*(int *)(param_1 + 0x10) = *(int *)(param_1 + 0x10) + 1;
CUtlBuffer::AddNullTermination(param_1);
}
}
}
cVar3 = CUtlBuffer::CheckPut(param_1,1);
if (cVar3 != '\0') {
*(undefined1 *)(*(int *)param_1 + (*(int *)(param_1 + 0x10) - *(int *)(param_1 + 0x20))) = 0;
*(int *)(param_1 + 0x10) = *(int *)(param_1 + 0x10) + 1;
CUtlBuffer::AddNullTermination(param_1);
return;
}
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
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Just a Signatures{} block, ready to drop into a gamedata
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raw memory ops, or anything else.
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calling convention, and argument types straight from the gamedata. Less
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Gamedata KeyValues
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