L L4D2node

IsSteamDeck

0x0024d130 · 185 bytes · unknown

_Z11IsSteamDeckv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* IsSteamDeck() */

bool IsSteamDeck(void)

{
  int *piVar1;
  int iVar2;
  char *__nptr;
  long lVar3;
  bool bVar4;
  
  if (IsSteamDeck()::s_nSteamDeckCached != -1) {
    return IsSteamDeck()::s_nSteamDeckCached != 0;
  }
  piVar1 = (int *)CommandLine_Tier0();
  iVar2 = (**(code **)(*piVar1 + 0xc))(piVar1,"-nogamepadui",0);
  if (iVar2 != 0) {
    IsSteamDeck()::s_nSteamDeckCached = 0;
    return false;
  }
  piVar1 = (int *)CommandLine_Tier0();
  iVar2 = (**(code **)(*piVar1 + 0xc))(piVar1,"-gamepadui",0);
  if (iVar2 != 0) {
    IsSteamDeck()::s_nSteamDeckCached = 1;
    return true;
  }
  __nptr = getenv("SteamDeck");
  bVar4 = false;
  if ((__nptr != (char *)0x0) && (*__nptr != '\0')) {
    lVar3 = strtol(__nptr,(char **)0x0,10);
    bVar4 = lVar3 != 0;
  }
  IsSteamDeck()::s_nSteamDeckCached = (uint)bVar4;
  return bVar4;
}

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)