CAddressList::IsAddressInList
0x00101340 · 88 bytes · __thiscall
_ZNK12CAddressList15IsAddressInListERK8netadr_s
Decompiled
undefined (2 params)
/* CAddressList::IsAddressInList(netadr_s const&) const */
undefined4 __thiscall CAddressList::IsAddressInList(CAddressList *this,netadr_s *param_1)
{
undefined4 uVar1;
int iVar2;
int iVar3;
iVar3 = 0;
iVar2 = 0;
if (0 < *(int *)(this + 0xc)) {
do {
uVar1 = netadr_s::CompareAdr(param_1,(netadr_s *)(*(int *)this + iVar2 + 0x20),false);
if ((char)uVar1 != '\0') {
return uVar1;
}
iVar3 = iVar3 + 1;
iVar2 = iVar2 + 0x2c;
} while (iVar3 < *(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.