L L4D2node

CBaseClientState::ShouldUseDirectConnectAddress

0x00102a60 · 33 bytes · __thiscall

_ZNK16CBaseClientState29ShouldUseDirectConnectAddressERK12CAddressList

Decompiled

undefined (2 params)

/* CBaseClientState::ShouldUseDirectConnectAddress(CAddressList const&) const */

longlong __thiscall
CBaseClientState::ShouldUseDirectConnectAddress(CBaseClientState *this,CAddressList *param_1)

{
  longlong lVar1;
  
  if (*(float *)(this + 0x40) <= realtime && realtime != *(float *)(this + 0x40)) {
    return ZEXT48(param_1) << 0x20;
  }
  lVar1 = ShouldUseDirectConnectAddress(this,param_1);
  return lVar1;
}

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)