L L4D2node

CBaseServer::CheckHostVersion

0x00107830 · 114 bytes · __thiscall

_ZN11CBaseServer16CheckHostVersionER8netadr_si

Decompiled

undefined (3 params)

/* CBaseServer::CheckHostVersion(netadr_s&, int) */

undefined4 __thiscall CBaseServer::CheckHostVersion(CBaseServer *this,netadr_s *param_1,int param_2)

{
  code *pcVar1;
  int iVar2;
  undefined4 uVar3;
  char *pcVar4;
  
  iVar2 = GetHostVersion();
  uVar3 = 1;
  if (iVar2 != param_2) {
    iVar2 = GetHostVersion();
    pcVar1 = *(code **)(*(int *)this + 0xc4);
    if (iVar2 < param_2) {
      uVar3 = GetHostVersion();
      pcVar4 = "This server is using an older version ( %i ) than your client ( %i ).\n";
    }
    else {
      uVar3 = GetHostVersion();
      pcVar4 = "This server is using a newer version ( %i ) than your client ( %i ).\n";
    }
    (*pcVar1)(this,param_1,pcVar4,uVar3,param_2);
    uVar3 = 0;
  }
  return uVar3;
}

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)