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 intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.