L L4D2node

netadr_s::IsReservedAdr

0x002550d0 · 85 bytes · __thiscall

_ZNK8netadr_s13IsReservedAdrEv

Decompiled

undefined (1 param)

/* netadr_s::IsReservedAdr() const */

uint __thiscall netadr_s::IsReservedAdr(netadr_s *this)

{
  netadr_s nVar1;
  uint uVar2;
  
  if (*(int *)this != 1) {
    uVar2 = 0;
    if (*(int *)this == 3) {
      nVar1 = this[4];
      uVar2 = (uint)(nVar1 == (netadr_s)0xa || nVar1 == (netadr_s)0x7f);
      if (nVar1 != (netadr_s)0xa && nVar1 != (netadr_s)0x7f) {
        if (nVar1 == (netadr_s)0xac) {
          uVar2 = CONCAT31((int3)((byte)this[5] - 0x10 >> 8),(byte)((byte)this[5] - 0x10) < 0x10);
        }
        else if (nVar1 == (netadr_s)0xc0) {
          uVar2 = (uint)(0xa7 < (byte)this[5]);
        }
      }
    }
    return uVar2;
  }
  return 1;
}

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)