L L4D2node

CServerManager::UpdateRequestingDetails

0x0005b450 · 119 bytes · __thiscall

_ZN14CServerManager23UpdateRequestingDetailsEv

Decompiled

undefined (1 param)

/* CServerManager::UpdateRequestingDetails() */

void __thiscall CServerManager::UpdateRequestingDetails(CServerManager *this)

{
  float fVar1;
  float fVar2;
  longdouble lVar3;
  
  if (*(int *)(this + 0x34) == 0) {
    *(undefined4 *)(this + 0x34) = 0;
    CUtlMemory<CServer*,int>::Purge((CUtlMemory<CServer*,int> *)(this + 0x28));
    *(undefined4 *)(this + 0x38) = *(undefined4 *)(this + 0x28);
    OnAllDataFetched(this);
    return;
  }
  fVar1 = *(float *)(mm_server_search_inet_ping_interval._28_4_ + 0x2c);
  fVar2 = *(float *)(this + 0x44);
  lVar3 = (longdouble)Plat_FloatTime();
  if ((float)lVar3 <= fVar1 + fVar2) {
    return;
  }
  RequestPingingDetails(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)