L L4D2node

CSteam3Server::OnValidateAuthTicketResponseHelper

0x00211040 · 251 bytes · __thiscall

_ZN13CSteam3Server34OnValidateAuthTicketResponseHelperEP11CBaseClient20EAuthSessionResponse

Decompiled

undefined (3 params)

/* CSteam3Server::OnValidateAuthTicketResponseHelper(CBaseClient*, EAuthSessionResponse) */

void __thiscall
CSteam3Server::OnValidateAuthTicketResponseHelper
          (CSteam3Server *this,int *param_1,undefined4 param_3)

{
  undefined4 uVar1;
  int iVar2;
  
  uVar1 = (**(code **)(*param_1 + 0x1c))(param_1);
  Warning("STEAMAUTH: Client %s received failure code %d\n",uVar1,param_3);
  uVar1 = (**(code **)(*param_1 + 0x1c))(param_1);
  CLog::Printf((CLog *)g_Log,"STEAMAUTH: Client %s received failure code %d\n",uVar1,param_3);
  switch(param_3) {
  default:
                    /* WARNING: Could not recover jumptable at 0x00211166. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(*param_1 + 0x3c))();
    return;
  case 1:
  case 6:
  case 7:
  case 8:
    if (*(int *)(this + 0x98) == 1) {
      return;
    }
    iVar2 = *param_1;
    break;
  case 2:
                    /* WARNING: Could not recover jumptable at 0x002110f6. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(*param_1 + 0x3c))();
    return;
  case 3:
    if (*(int *)(this + 0x98) == 1) {
      return;
    }
    iVar2 = *param_1;
    break;
  case 4:
    if (*(int *)(this + 0x98) == 1) {
      return;
    }
    iVar2 = *param_1;
    break;
  case 5:
                    /* WARNING: Could not recover jumptable at 0x00211146. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(*param_1 + 0x3c))();
    return;
  }
                    /* WARNING: Could not recover jumptable at 0x002110c7. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(iVar2 + 0x3c))();
  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)