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 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.