L L4D2node

CSteam3Server::GetCurrentServerMode

0x00210960 · 39 bytes · __cdecl

_ZN13CSteam3Server20GetCurrentServerModeEv.part.11

Decompiled

undefined (0 params)

/* CSteam3Server::GetCurrentServerMode() [clone .part.11] */

int CSteam3Server::GetCurrentServerMode(void)

{
  int *piVar1;
  int iVar2;
  
  piVar1 = (int *)CommandLine_Tier0();
  iVar2 = (**(code **)(*piVar1 + 0x28))(piVar1,"-insecure");
  return ~-(uint)(iVar2 == 0) + 3;
}

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)