L L4D2node

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 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)