CAddressList::IsRemoteInList
0x001012d0 · 93 bytes · __thiscall
_ZNK12CAddressList14IsRemoteInListEPKc
Decompiled
undefined (2 params)
/* CAddressList::IsRemoteInList(char const*) const */
undefined4 __thiscall CAddressList::IsRemoteInList(CAddressList *this,char *param_1)
{
char *pcVar1;
int iVar2;
int iVar3;
int iVar4;
iVar4 = 0;
iVar3 = 0;
if (0 < *(int *)(this + 0xc)) {
do {
pcVar1 = (char *)CUtlString::Get((CUtlString *)(*(int *)this + iVar3 + 0x10));
iVar2 = _V_stricmp(param_1,pcVar1);
if (iVar2 == 0) {
return 1;
}
iVar4 = iVar4 + 1;
iVar3 = iVar3 + 0x2c;
} while (iVar4 < *(int *)(this + 0xc));
}
return 0;
}
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.