CServerManager::EnableServersUpdate
0x0005b4d0 · 179 bytes · __thiscall
_ZN14CServerManager19EnableServersUpdateEb
Decompiled
undefined (2 params)
/* CServerManager::EnableServersUpdate(bool) */
void __thiscall CServerManager::EnableServersUpdate(CServerManager *this,bool param_1)
{
int *piVar1;
int iVar2;
this[8] = (CServerManager)param_1;
*(undefined4 *)(this + 0xc) = 0;
if (param_1) {
return;
}
if (0 < *(int *)(this + 0x20)) {
iVar2 = 0;
do {
piVar1 = *(int **)(*(int *)(this + 0x14) + iVar2 * 4);
if (piVar1 != (int *)0x0) {
(**(code **)(*piVar1 + 0x14))(piVar1);
}
iVar2 = iVar2 + 1;
} while (iVar2 < *(int *)(this + 0x20));
}
*(undefined4 *)(this + 0x20) = 0;
CUtlMemory<CServer*,int>::Purge((CUtlMemory<CServer*,int> *)(this + 0x14));
*(undefined4 *)(this + 0x24) = *(undefined4 *)(this + 0x14);
if (0 < *(int *)(this + 0x34)) {
iVar2 = 0;
do {
piVar1 = *(int **)(*(int *)(this + 0x28) + iVar2 * 4);
if (piVar1 != (int *)0x0) {
(**(code **)(*piVar1 + 0x14))(piVar1);
}
iVar2 = iVar2 + 1;
} while (iVar2 < *(int *)(this + 0x34));
}
*(undefined4 *)(this + 0x34) = 0;
CUtlMemory<CServer*,int>::Purge((CUtlMemory<CServer*,int> *)(this + 0x28));
*(undefined4 *)(this + 0x38) = *(undefined4 *)(this + 0x28);
OnAllDataFetched(this);
return;
}
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.