L L4D2node

CBaseServer::CheckIPRestrictions

0x00107b30 · 80 bytes · __cdecl

_ZN11CBaseServer19CheckIPRestrictionsERK8netadr_si

Decompiled

undefined (2 params)

/* CBaseServer::CheckIPRestrictions(netadr_s const&, int) */

undefined4 CBaseServer::CheckIPRestrictions(netadr_s *param_1,int param_2)

{
  char cVar1;
  int iVar2;
  undefined4 uVar3;
  
  cVar1 = netadr_s::IsLoopback((netadr_s *)param_2);
  if (cVar1 == '\0') {
    iVar2 = Steam3Server();
    if (*(int *)(iVar2 + 0x98) == 1) {
      cVar1 = netadr_s::CompareClassBAdr((netadr_s *)param_2,(netadr_s *)&net_local_adr);
      if (cVar1 == '\0') {
        uVar3 = netadr_s::IsReservedAdr((netadr_s *)param_2);
        return uVar3;
      }
    }
  }
  return 1;
}

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)