L L4D2node

CVEngineServer::IsAnyClientLowViolence

0x00229ec0 · 72 bytes · __cdecl

_ZN14CVEngineServer22IsAnyClientLowViolenceEv

Decompiled

undefined (0 params)

/* CVEngineServer::IsAnyClientLowViolence() */

undefined4 CVEngineServer::IsAnyClientLowViolence(void)

{
  int *piVar1;
  undefined4 uVar2;
  int iVar3;
  
  iVar3 = 0;
  if (0 < DAT_003b8080) {
    do {
      piVar1 = *(int **)(DAT_003b8074 + iVar3 * 4);
      if ((piVar1 != (int *)0x0) &&
         (uVar2 = (**(code **)(*piVar1 + 0x8c))(piVar1), (char)uVar2 != '\0')) {
        return uVar2;
      }
      iVar3 = iVar3 + 1;
    } while (iVar3 < DAT_003b8080);
  }
  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)