CBaseServer::ValidChallenge
0x00108690 · 109 bytes · __thiscall
_ZN11CBaseServer14ValidChallengeER8netadr_si
Decompiled
undefined (3 params)
/* CBaseServer::ValidChallenge(netadr_s&, int) */
undefined4 __thiscall CBaseServer::ValidChallenge(CBaseServer *this,netadr_s *param_1,int param_2)
{
char cVar1;
undefined4 uVar2;
cVar1 = (**(code **)(*(int *)this + 0x58))(this);
if ((cVar1 != '\0') && (uVar2 = (**(code **)(*(int *)this + 0x68))(this), (char)uVar2 != '\0')) {
if (*(int *)(sv_enableoldqueries._28_4_ + 0x30) != 0) {
return uVar2;
}
cVar1 = (**(code **)(*(int *)this + 0xe4))(this,param_1,param_2);
if (cVar1 != '\0') {
return uVar2;
}
(**(code **)(*(int *)this + 0xf4))(this,param_1);
}
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.