CBaseServer::ShouldHideServer
0x00109e30 · 39 bytes · __cdecl
_ZNK11CBaseServer16ShouldHideServerEv
Decompiled
undefined (0 params)
/* CBaseServer::ShouldHideServer() const */
undefined4 CBaseServer::ShouldHideServer(void)
{
undefined4 uVar1;
if (serverGameDLL == (int *)0x0) {
return 0;
}
uVar1 = (**(code **)(*serverGameDLL + 0x84))(serverGameDLL);
if ((char)uVar1 != '\0') {
return uVar1;
}
return 0;
}
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.