L L4D2node

IsLocalClientConnectedToServer

0x00057e60 · 89 bytes · unknown

_Z30IsLocalClientConnectedToServerv

Decompiled

undefined (0 params)

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

undefined4 IsLocalClientConnectedToServer(void)

{
  int *piVar1;
  char cVar2;
  undefined4 uVar3;
  
  if (g_pMatchExtensions == (undefined *)0x0) {
    return 0;
  }
  piVar1 = *(int **)(g_pMatchExtensions + 0x5c);
  uVar3 = 0;
  if (piVar1 != (int *)0x0) {
    cVar2 = (**(code **)(*piVar1 + 0x6c))(piVar1);
    if ((cVar2 == '\0') &&
       (cVar2 = (**(code **)(**(int **)(g_pMatchExtensions + 0x5c) + 0x70))
                          (*(int **)(g_pMatchExtensions + 0x5c)), cVar2 == '\0')) {
      uVar3 = (**(code **)(**(int **)(g_pMatchExtensions + 0x5c) + 0x298))
                        (*(int **)(g_pMatchExtensions + 0x5c));
      return uVar3;
    }
    uVar3 = 1;
  }
  return uVar3;
}

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)