CGameServer::IsPausable
0x001fb360 · 158 bytes · __cdecl
_ZNK11CGameServer10IsPausableEv
Decompiled
undefined (0 params)
/* CGameServer::IsPausable() const */
bool CGameServer::IsPausable(void)
{
char cVar1;
cVar1 = CBaseServer::IsSinglePlayerGame();
if (((cVar1 == '\0') &&
((((cVar1 = NET_IsDedicated(), cVar1 != '\0' || (*(int *)(sv_pausable_dev._28_4_ + 0x30) == 0)
) || (*(int *)(developer._28_4_ + 0x30) == 0)) ||
(cVar1 = CBaseServer::IsPlayingSoloAgainstBots(), cVar1 == '\0')))) &&
(((cVar1 = NET_IsDedicated(), cVar1 == '\0' ||
(*(int *)(sv_pausable_dev_ds._28_4_ + 0x30) == 0)) ||
((*(int *)(developer._28_4_ + 0x30) == 0 ||
(cVar1 = CBaseServer::IsPlayingSoloAgainstBots(), cVar1 == '\0')))))) {
return *(int *)(sv_pausable._28_4_ + 0x30) != 0;
}
return true;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.