L L4D2node

CBaseServer::ValidInfoChallenge

0x00108710 · 85 bytes · __thiscall

_ZN11CBaseServer18ValidInfoChallengeER8netadr_sPKc

Decompiled

undefined (3 params)

/* CBaseServer::ValidInfoChallenge(netadr_s&, char const*) */

bool __thiscall CBaseServer::ValidInfoChallenge(CBaseServer *this,netadr_s *param_1,char *param_2)

{
  char cVar1;
  int iVar2;
  
  cVar1 = (**(code **)(*(int *)this + 0x58))(this);
  if ((cVar1 != '\0') && (cVar1 = (**(code **)(*(int *)this + 0x68))(this), cVar1 != '\0')) {
    if (*(int *)(sv_enableoldqueries._28_4_ + 0x30) != 0) {
      return (bool)cVar1;
    }
    iVar2 = _V_stricmp(param_2,"Source Engine Query");
    return iVar2 == 0;
  }
  return false;
}

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)