L L4D2node

CHLTVServer::GetPassword

0x0016fb10 · 82 bytes · __cdecl

_ZNK11CHLTVServer11GetPasswordEv

Decompiled

undefined (0 params)

/* CHLTVServer::GetPassword() const */

char * CHLTVServer::GetPassword(void)

{
  int iVar1;
  char *pcVar2;
  
  pcVar2 = "FCVAR_NEVER_AS_STRING";
  if ((tv_password[0x15] & 0x10) == 0) {
    pcVar2 = "";
    if (*(char **)(tv_password._28_4_ + 0x24) != (char *)0x0) {
      pcVar2 = *(char **)(tv_password._28_4_ + 0x24);
    }
  }
  if (*pcVar2 != '\0') {
    iVar1 = _V_stricmp(pcVar2,"none");
    if (iVar1 != 0) {
      return pcVar2;
    }
  }
  return (char *)0x0;
}

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)