L L4D2node

CPhoneHome::IsExternalBuild

0x00181a90 · 138 bytes · __thiscall

_ZN10CPhoneHome15IsExternalBuildEv

Decompiled

undefined (1 param)

/* CPhoneHome::IsExternalBuild() */

bool __thiscall CPhoneHome::IsExternalBuild(CPhoneHome *this)

{
  bool bVar1;
  int *piVar2;
  int iVar3;
  
  piVar2 = (int *)CommandLine_Tier0();
  iVar3 = (**(code **)(*piVar2 + 0x28))(piVar2,"-publicbuild");
  if (iVar3 == 0) {
    piVar2 = (int *)CommandLine_Tier0();
    iVar3 = (**(code **)(*piVar2 + 0x28))(piVar2,"-internalbuild");
    if (iVar3 == 0) {
      piVar2 = (int *)CommandLine_Tier0();
      iVar3 = (**(code **)(*piVar2 + 0xc))(piVar2,&DAT_002b2f1c,0);
      if (iVar3 == 0) goto LAB_00181aaf;
    }
    bVar1 = false;
    if (this[4] != (CPhoneHome)0x0) {
      iVar3 = _V_stricmp((char *)(this + 0x14),"beta-playtest");
      return iVar3 != 0;
    }
  }
  else {
LAB_00181aaf:
    bVar1 = true;
  }
  return bVar1;
}

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)