CVEngineServer::IsClientFullyAuthenticated
0x0022b980 · 56 bytes · __thiscall
_ZN14CVEngineServer26IsClientFullyAuthenticatedEP7edict_t
Decompiled
undefined (2 params)
/* CVEngineServer::IsClientFullyAuthenticated(edict_t*) */
undefined1 __thiscall
CVEngineServer::IsClientFullyAuthenticated(CVEngineServer *this,edict_t *param_1)
{
undefined1 uVar1;
int iVar2;
iVar2 = NUM_FOR_EDICT(param_1);
uVar1 = 0;
if (((0 < iVar2) && (iVar2 <= DAT_003b8080)) &&
(iVar2 = *(int *)(DAT_003b8074 + -4 + iVar2 * 4), iVar2 != 0)) {
uVar1 = *(undefined1 *)(iVar2 + 0x217);
}
return uVar1;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.