CBaseServer::IsExclusiveToLobbyConnections
0x001098f0 · 51 bytes · __thiscall
_ZNK11CBaseServer29IsExclusiveToLobbyConnectionsEv
Decompiled
undefined (1 param)
/* CBaseServer::IsExclusiveToLobbyConnections() const */
undefined4 __thiscall CBaseServer::IsExclusiveToLobbyConnections(CBaseServer *this)
{
undefined4 uVar1;
uVar1 = (**(code **)(*(int *)this + 0x60))(this);
if (((char)uVar1 != '\0') && (uVar1 = 0, *(int *)(sv_allow_lobby_connect_only._28_4_ + 0x30) != 0)
) {
uVar1 = CONCAT31((int3)((uint)*(int *)(sv_lan._28_4_ + 0x30) >> 8),
*(int *)(sv_lan._28_4_ + 0x30) == 0);
}
return uVar1;
}
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.