L L4D2node

CServerRemoteAccess::ReadDataResponse

0x0020e980 · 222 bytes · __thiscall

_ZN19CServerRemoteAccess16ReadDataResponseEjPvi

Decompiled

undefined (4 params)

/* CServerRemoteAccess::ReadDataResponse(unsigned int, void*, int) */

size_t __thiscall
CServerRemoteAccess::ReadDataResponse
          (CServerRemoteAccess *this,uint param_1,void *param_2,int param_3)

{
  undefined4 *puVar1;
  uint uVar2;
  size_t __n;
  int iVar3;
  CUtlMemory<unsigned_char,int> *this_00;
  
  iVar3 = *(int *)(this + 0x10);
  if (((iVar3 < 0) || (*(int *)(this + 8) <= iVar3)) || (*(int *)(this + 0x24) < iVar3)) {
    return 0;
  }
  while( true ) {
    puVar1 = (undefined4 *)(*(int *)(this + 4) + iVar3 * 0x44);
    if (iVar3 == puVar1[0xf]) {
      if (iVar3 != puVar1[0x10]) {
        return 0;
      }
      uVar2 = puVar1[0xe];
    }
    else {
      uVar2 = puVar1[0xe];
    }
    if (uVar2 == param_1) {
      __n = puVar1[4];
      if (param_3 < (int)__n) {
        __n = 0;
      }
      else {
        memcpy(param_2,(void *)*puVar1,__n);
      }
      *(size_t *)(this + 0x58) = *(int *)(this + 0x58) + __n;
      CUtlLinkedList<CServerRemoteAccess::DataResponse_t,int,false,int,CUtlMemory<UtlLinkedListElem_t<CServerRemoteAccess::DataResponse_t,int>,int>>
      ::Unlink((CUtlLinkedList<CServerRemoteAccess::DataResponse_t,int,false,int,CUtlMemory<UtlLinkedListElem_t<CServerRemoteAccess::DataResponse_t,int>,int>>
                *)(this + 4),iVar3);
      this_00 = (CUtlMemory<unsigned_char,int> *)(iVar3 * 0x44 + *(int *)(this + 4));
      CUtlMemory<unsigned_char,int>::Purge(this_00);
      *(undefined4 *)(this_00 + 0x40) = *(undefined4 *)(this + 0x18);
      *(int *)(this + 0x18) = iVar3;
      return __n;
    }
    iVar3 = puVar1[0x10];
    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)