L L4D2node

CPureServerWhitelist::CAllowFromDiskList::IsFileInList

0x001d7a40 · 62 bytes · __thiscall

_ZN20CPureServerWhitelist18CAllowFromDiskList12IsFileInListEPKc

Decompiled

undefined (2 params)

/* CPureServerWhitelist::CAllowFromDiskList::IsFileInList(char const*) */

uint __thiscall
CPureServerWhitelist::CAllowFromDiskList::IsFileInList(CAllowFromDiskList *this,char *param_1)

{
  uint uVar1;
  byte *pbVar2;
  
  if ((*(CPureServerWhitelist **)(this + 4))[0x88] != (CPureServerWhitelist)0x0) {
    uVar1 = IsProtectedBySvPure2(param_1);
    return uVar1 ^ 1;
  }
  pbVar2 = (byte *)GetBestEntry(*(CPureServerWhitelist **)(this + 4),param_1);
  if (pbVar2 != (byte *)0x0) {
    return (uint)*pbVar2;
  }
  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)