L L4D2node

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 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)