L L4D2node

Info_IsKeyImportant

0x00202420 · 179 bytes · __cdecl

_Z19Info_IsKeyImportantPKc

Decompiled

undefined (1 param)

/* Info_IsKeyImportant(char const*) */

bool Info_IsKeyImportant(char *param_1)

{
  int iVar1;
  
  if ((((*param_1 != '*') && (iVar1 = _V_strcmp(param_1,"name"), iVar1 != 0)) &&
      (iVar1 = _V_strcmp(param_1,"model"), iVar1 != 0)) &&
     (((iVar1 = _V_strcmp(param_1,"rate"), iVar1 != 0 &&
       (iVar1 = _V_strcmp(param_1,"cl_updaterate"), iVar1 != 0)) &&
      (iVar1 = _V_strcmp(param_1,"cl_lw"), iVar1 != 0)))) {
    iVar1 = _V_strcmp(param_1,"cl_lc");
    if (iVar1 == 0) {
      return true;
    }
    iVar1 = _V_strcmp(param_1,"tracker");
    return iVar1 == 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)