L L4D2node

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 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)