L L4D2node

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 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)