L L4D2node

CServerManager::OnAllGroupsFetched

0x0005b3c0 · 116 bytes · __thiscall

_ZN14CServerManager18OnAllGroupsFetchedEv

Decompiled

undefined (1 param)

/* CServerManager::OnAllGroupsFetched() */

void __thiscall CServerManager::OnAllGroupsFetched(CServerManager *this)

{
  longdouble lVar1;
  
  lVar1 = (longdouble)Plat_FloatTime();
  *(float *)(this + 0xc) =
       (float)lVar1 + (float)*(int *)(mm_server_search_update_interval._28_4_ + 0x30);
  if (*(int *)(this + 0x34) != 0) {
    *(undefined4 *)(this + 0x3c) = 4;
    lVar1 = (longdouble)Plat_FloatTime();
    *(float *)(this + 0x40) = (float)lVar1;
    RequestPingingDetails(this);
    return;
  }
  OnAllDataFetched(this);
  return;
}

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)