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 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.