CServerManager::GetServerRecordByOnlineId
0x0005a220 · 89 bytes · __cdecl
_ZN14CServerManager25GetServerRecordByOnlineIdER10CUtlVectorIP7CServer10CUtlMemoryIS2_iEEy
Decompiled
undefined (2 params)
/* CServerManager::GetServerRecordByOnlineId(CUtlVector<CServer*, CUtlMemory<CServer*, int> >&,
unsigned long long) */
undefined4 * CServerManager::GetServerRecordByOnlineId(CUtlVector *param_1,ulonglong param_2)
{
undefined4 *puVar1;
int iVar2;
undefined8 uVar3;
int in_stack_00000010;
iVar2 = 0;
if (0 < ((int *)param_2)[3]) {
do {
puVar1 = *(undefined4 **)(*(int *)param_2 + iVar2 * 4);
if ((puVar1 != (undefined4 *)0x0) &&
(uVar3 = (**(code **)*puVar1)(puVar1),
(int)((ulonglong)uVar3 >> 0x20) == in_stack_00000010 && (int)uVar3 == param_2._4_4_)) {
return puVar1;
}
iVar2 = iVar2 + 1;
} while (iVar2 < ((int *)param_2)[3]);
}
return (undefined4 *)0x0;
}
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.