L L4D2node

CBaseServer::ShouldHideFromMasterServer

0x00109e60 · 98 bytes · __thiscall

_ZNK11CBaseServer26ShouldHideFromMasterServerEv

Decompiled

undefined (1 param)

/* CBaseServer::ShouldHideFromMasterServer() const */

undefined4 __thiscall CBaseServer::ShouldHideFromMasterServer(CBaseServer *this)

{
  char cVar1;
  undefined4 uVar2;
  int iVar3;
  
  uVar2 = (**(code **)(*(int *)this + 0x60))(this);
  if (((char)uVar2 == '\0') || (iVar3 = (**(code **)(*(int *)this + 0x74))(this), iVar3 != 0)) {
    return 1;
  }
  if (*(int *)(sv_cheats._28_4_ + 0x30) != 0) {
    return uVar2;
  }
  if ((serverGameDLL != (int *)0x0) &&
     (cVar1 = (**(code **)(*serverGameDLL + 0x84))(serverGameDLL), cVar1 != '\0')) {
    return uVar2;
  }
  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)