L L4D2node

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 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)