L L4D2node

ShouldWatchThisProp

0x00142240 · 161 bytes · __cdecl

_Z19ShouldWatchThisPropPK9SendTableiPKc

Decompiled

undefined (3 params)

/* ShouldWatchThisProp(SendTable const*, int, char const*) */

bool ShouldWatchThisProp(SendTable *param_1,int param_2,char *param_3)

{
  char *pcVar1;
  int iVar2;
  
  if ((*(int *)(g_CV_DTWatchEnt._28_4_ + 0x30) != -1) &&
     (param_2 == *(int *)(g_CV_DTWatchEnt._28_4_ + 0x30))) {
    pcVar1 = "FCVAR_NEVER_AS_STRING";
    if ((g_CV_DTWatchVar[0x15] & 0x10) == 0) {
      pcVar1 = "";
      if (*(char **)(g_CV_DTWatchVar._28_4_ + 0x24) != (char *)0x0) {
        pcVar1 = *(char **)(g_CV_DTWatchVar._28_4_ + 0x24);
      }
      if (*pcVar1 == '\0') {
        return true;
      }
    }
    iVar2 = _V_stricmp(pcVar1,param_3);
    return iVar2 == 0;
  }
  if ((g_CV_DTWatchClass[0x15] & 0x10) == 0) {
    pcVar1 = *(char **)(g_CV_DTWatchClass._28_4_ + 0x24);
    if (pcVar1 == (char *)0x0) {
      return false;
    }
    if (*pcVar1 == '\0') {
      return false;
    }
  }
  else {
    pcVar1 = "FCVAR_NEVER_AS_STRING";
  }
  iVar2 = V_stristr(*(char **)(param_1 + 8),pcVar1);
  if (iVar2 != 0) {
    return true;
  }
  return false;
}

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)