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 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.