L L4D2node

IsProtectedBySvPure2

0x001d6cd0 · 186 bytes · __regparm3

_ZL20IsProtectedBySvPure2PKc

Decompiled

undefined (1 param)

/* IsProtectedBySvPure2(char const*) */

undefined1 __regparm3 IsProtectedBySvPure2(char *param_1)

{
  char *pcVar1;
  undefined1 uVar2;
  size_t __n;
  int iVar3;
  int iVar4;
  int in_GS_OFFSET;
  char local_220 [512];
  int local_20;
  
  iVar4 = 0;
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  do {
    pcVar1 = (&g_SvPure2_ProtectedDirs)[iVar4];
    __n = _V_strlen(pcVar1);
    iVar3 = _V_strlen(param_1);
    if (iVar3 <= (int)__n) break;
    memcpy(local_220,param_1,__n);
    local_220[__n] = '\0';
    iVar3 = _V_stricmp(local_220,pcVar1);
    if ((iVar3 == 0) && (uVar2 = 1, param_1[__n] == '/' || param_1[__n] == '\\')) goto LAB_001d6d6e;
    iVar4 = iVar4 + 1;
  } while (iVar4 != 3);
  uVar2 = 0;
LAB_001d6d6e:
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return uVar2;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)