CBaseServer::CheckPassword
0x00107b90 · 156 bytes · __cdecl
_ZN11CBaseServer13CheckPasswordER8netadr_sPKcS3_
Decompiled
undefined (3 params)
/* CBaseServer::CheckPassword(netadr_s&, char const*, char const*) */
bool CBaseServer::CheckPassword(netadr_s *param_1,char *param_2,char *param_3)
{
char cVar1;
char *pcVar2;
int iVar3;
int iVar4;
if ((*(int *)(param_1 + 0x170) != 0 || *(int *)(param_1 + 0x16c) != 0) ||
(pcVar2 = (char *)(**(code **)(*(int *)param_1 + 0x74))(param_1), pcVar2 == (char *)0x0)) {
return true;
}
cVar1 = netadr_s::IsLocalhost((netadr_s *)param_2);
if ((cVar1 == '\0') && (cVar1 = netadr_s::IsLoopback((netadr_s *)param_2), cVar1 == '\0')) {
iVar3 = _V_strlen(pcVar2);
iVar4 = _V_strlen(param_3);
if (iVar3 != iVar4) {
return false;
}
iVar3 = V_strncmp(param_3,pcVar2,iVar3);
return iVar3 == 0;
}
return true;
}
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.