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 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.