L L4D2node

CSteam3Server::SendUpdatedServerDetails

0x00211500 · 324 bytes · __thiscall

_ZN13CSteam3Server24SendUpdatedServerDetailsEv.part.27

Decompiled

undefined (1 param)

/* CSteam3Server::SendUpdatedServerDetails() [clone .part.27] */

void __thiscall CSteam3Server::SendUpdatedServerDetails(CSteam3Server *this)

{
  int *piVar1;
  code *pcVar2;
  char cVar3;
  int in_EAX;
  int iVar4;
  undefined4 uVar5;
  int in_GS_OFFSET;
  int local_130;
  int local_12c;
  int local_128;
  char local_124 [260];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  CBaseServer::GetMasterServerPlayerCounts((CBaseServer *)&sv,&local_130,&local_12c,&local_128);
  (**(code **)(**(int **)(in_EAX + 4) + 0x30))(*(int **)(in_EAX + 4),local_12c);
  (**(code **)(**(int **)(in_EAX + 4) + 0x34))(*(int **)(in_EAX + 4),local_128);
  piVar1 = *(int **)(in_EAX + 4);
  pcVar2 = *(code **)(*piVar1 + 0x40);
  iVar4 = CBaseServer::GetPassword();
  (*pcVar2)(piVar1,iVar4 != 0);
  piVar1 = *(int **)(in_EAX + 4);
  pcVar2 = *(code **)(*piVar1 + 0x38);
  uVar5 = CBaseServer::GetName();
  (*pcVar2)(piVar1,uVar5);
  V_FileBase(com_gamedir,local_124,0x104);
  (**(code **)(**(int **)(in_EAX + 4) + 0xc))(*(int **)(in_EAX + 4),local_124);
  if (hltv != (CHLTVServer *)0x0) {
    cVar3 = CHLTVServer::IsTVRelay(hltv);
    if (cVar3 != '\0') {
      piVar1 = *(int **)(in_EAX + 4);
      pcVar2 = *(code **)(*piVar1 + 0x3c);
      uVar5 = (**(code **)(*(int *)(hltv + 4) + 0x3c))(hltv + 4);
      (*pcVar2)(piVar1,uVar5);
      goto LAB_00211604;
    }
  }
  (**(code **)(**(int **)(in_EAX + 4) + 0x3c))(*(int **)(in_EAX + 4),&DAT_003b7f70);
LAB_00211604:
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)