L L4D2node

FileSystem_IsHldsUpdateToolDedicatedServer

0x000d7bb0 · 125 bytes · unknown

_Z42FileSystem_IsHldsUpdateToolDedicatedServerv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* FileSystem_IsHldsUpdateToolDedicatedServer() */

bool FileSystem_IsHldsUpdateToolDedicatedServer(void)

{
  char cVar1;
  char *pcVar2;
  int iVar3;
  int in_EDX;
  int in_GS_OFFSET;
  bool bVar4;
  char local_114 [260];
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  cVar1 = FileSystem_GetBaseDir(local_114,in_EDX);
  if (cVar1 != '\0') {
    V_FixSlashes(local_114,'/');
    V_StripTrailingSlash(local_114);
    pcVar2 = (char *)V_UnqualifiedFileName(local_114);
    if (pcVar2 != (char *)0x0) {
      iVar3 = _V_stricmp(pcVar2,"orangebox");
      bVar4 = iVar3 == 0;
      goto LAB_000d7bd8;
    }
  }
  bVar4 = false;
LAB_000d7bd8:
  if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
    return bVar4;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)