L L4D2node

CNetChan::IsFileInWaitingList

0x001afab0 · 116 bytes · __thiscall

_ZN8CNetChan19IsFileInWaitingListEPKc

Decompiled

undefined (2 params)

/* CNetChan::IsFileInWaitingList(char const*) */

undefined4 __thiscall CNetChan::IsFileInWaitingList(CNetChan *this,char *param_1)

{
  int iVar1;
  int iVar2;
  CNetChan *pCVar3;
  int local_20;
  
  if ((param_1 != (char *)0x0) && (*param_1 != '\0')) {
    local_20 = 0;
    pCVar3 = this + 0xbc;
    do {
      if (0 < *(int *)(pCVar3 + 0xc)) {
        iVar2 = 0;
        do {
          iVar1 = _V_strcmp((char *)(*(int *)(*(int *)pCVar3 + iVar2 * 4) + 4),param_1);
          if (iVar1 == 0) {
            return 1;
          }
          iVar2 = iVar2 + 1;
        } while (iVar2 < *(int *)(pCVar3 + 0xc));
      }
      local_20 = local_20 + 1;
      pCVar3 = pCVar3 + 0x14;
    } while (local_20 != 2);
    return 0;
  }
  return 1;
}

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)