L L4D2node

CServerRemoteAccess::IsAuthenticated

0x0020d610 · 26 bytes · __thiscall

_ZN19CServerRemoteAccess15IsAuthenticatedEj

Decompiled

undefined (2 params)

/* CServerRemoteAccess::IsAuthenticated(unsigned int) */

undefined1 __thiscall CServerRemoteAccess::IsAuthenticated(CServerRemoteAccess *this,uint param_1)

{
  return *(undefined1 *)(param_1 * 0x1c + *(int *)(this + 0x2c) + 4);
}

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)