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 intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.