L L4D2node

CMaster::IsMasterServerAddress

0x00201620 · 86 bytes · __thiscall

_ZN7CMaster21IsMasterServerAddressEPK8netadr_s

Decompiled

undefined (2 params)

/* CMaster::IsMasterServerAddress(netadr_s const*) */

undefined4 __thiscall CMaster::IsMasterServerAddress(CMaster *this,netadr_s *param_1)

{
  undefined4 uVar1;
  int iVar2;
  int iVar3;
  
  iVar3 = 0;
  iVar2 = 0;
  if (0 < *(int *)(this + 0x10)) {
    do {
      uVar1 = netadr_s::CompareAdr(param_1,(netadr_s *)(*(int *)(this + 4) + iVar2),false);
      if ((char)uVar1 != '\0') {
        return uVar1;
      }
      iVar3 = iVar3 + 1;
      iVar2 = iVar2 + 0x24;
    } while (iVar3 < *(int *)(this + 0x10));
  }
  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)