L L4D2node

CGameServer::ShouldSyncClientUpdates

0x001fcaa0 · 25 bytes · __cdecl

_ZN11CGameServer23ShouldSyncClientUpdatesEv

Decompiled

undefined (0 params)

/* CGameServer::ShouldSyncClientUpdates() */

undefined4 CGameServer::ShouldSyncClientUpdates(void)

{
  undefined4 uVar1;
  
  if (*(int *)(sv_sync_client_updates._28_4_ + 0x30) == 0) {
    return 0;
  }
  uVar1 = CBaseServer::IsHostingXboxClients();
  return uVar1;
}

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)