L L4D2node

CBaseServer::ReplyChallenge

0x00109de0 · 60 bytes · __thiscall

_ZN11CBaseServer14ReplyChallengeER8netadr_sR7bf_read

Decompiled

undefined (3 params)

/* CBaseServer::ReplyChallenge(netadr_s&, bf_read&) */

void __thiscall CBaseServer::ReplyChallenge(CBaseServer *this,netadr_s *param_1,bf_read *param_2)

{
  char cVar1;
  
  cVar1 = CanAcceptChallengesFrom(this,param_1);
  if (cVar1 == '\0') {
    return;
  }
  ReplyChallenge(this,param_1,param_2);
  return;
}

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)