L L4D2node

CPureServerWhitelist::CForceMatchList::IsFileInList

0x001d7a90 · 50 bytes · __thiscall

_ZN20CPureServerWhitelist15CForceMatchList12IsFileInListEPKc

Decompiled

undefined (2 params)

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

undefined1 __thiscall
CPureServerWhitelist::CForceMatchList::IsFileInList(CForceMatchList *this,char *param_1)

{
  int iVar1;
  
  if ((*(CPureServerWhitelist **)(this + 4))[0x88] == (CPureServerWhitelist)0x0) {
    iVar1 = GetBestEntry(*(CPureServerWhitelist **)(this + 4),param_1);
    if (iVar1 != 0) {
      return *(undefined1 *)(iVar1 + 1);
    }
  }
  return 0;
}

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)