L L4D2node

Filter_ShouldDiscard

0x001efd40 · 184 bytes · __cdecl

_Z20Filter_ShouldDiscardRK8netadr_s

Decompiled

undefined (1 param)

/* Filter_ShouldDiscard(netadr_s const&) */

bool Filter_ShouldDiscard(netadr_s *param_1)

{
  int iVar1;
  uint uVar2;
  bool bVar3;
  uint *puVar4;
  int iVar5;
  int iVar6;
  
  iVar1 = *(int *)(sv_filterban._28_4_ + 0x30);
  bVar3 = false;
  if (iVar1 != 0) {
    uVar2 = *(uint *)(param_1 + 4);
    iVar5 = DAT_003b2460 + -1;
    iVar6 = iVar5 * 0x10;
    if (-1 < iVar5) {
      do {
        puVar4 = (uint *)(g_IPFilters + iVar6);
        if (((puVar4[1] == 0xffffffff) || ((float)puVar4[2] == 0.0)) ||
           (realtime < (float)puVar4[2])) {
          if (puVar4[1] == (*puVar4 & uVar2)) {
            return iVar1 == 1;
          }
        }
        else {
          CUtlVector<ipfilter_t,CUtlMemory<ipfilter_t,int>>::ShiftElementsLeft
                    ((CUtlVector<ipfilter_t,CUtlMemory<ipfilter_t,int>> *)&g_IPFilters,iVar5,1);
          DAT_003b2460 = DAT_003b2460 + -1;
        }
        iVar5 = iVar5 + -1;
        iVar6 = iVar6 + -0x10;
      } while (iVar5 != -1);
    }
    bVar3 = iVar1 != 1;
  }
  return bVar3;
}

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)