CNetChan::IsRemoteDisconnected
0x001ad9e0 · 79 bytes · __thiscall
_ZNK8CNetChan20IsRemoteDisconnectedEv
Decompiled
undefined (1 param)
/* CNetChan::IsRemoteDisconnected() const */
undefined4 __thiscall CNetChan::IsRemoteDisconnected(CNetChan *this)
{
netadr_s *this_00;
short sVar1;
undefined4 uVar2;
longlong lVar3;
this_00 = (netadr_s *)(this + 0x98);
uVar2 = netadr_s::IsValid(this_00);
if ((((char)uVar2 == '\0') || (sVar1 = netadr_s::GetPort(this_00), sVar1 != 1)) ||
(lVar3 = (**(code **)(*(int *)g_pSteamSocketMgr + 0x1c))(g_pSteamSocketMgr,this_00), lVar3 != 0
)) {
uVar2 = 0;
}
return uVar2;
}
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.