L L4D2node

CMultiplayRules::IsLoadingBugBaitReport

0x0046f300 · 78 bytes · __cdecl

_ZN15CMultiplayRules22IsLoadingBugBaitReportEv

Decompiled

undefined (0 params)

/* CMultiplayRules::IsLoadingBugBaitReport() */

undefined4 CMultiplayRules::IsLoadingBugBaitReport(void)

{
  char cVar1;
  int *piVar2;
  int iVar3;
  
  cVar1 = (**(code **)(*engine + 8))(engine);
  if (cVar1 == '\0') {
    piVar2 = (int *)CommandLine_Tier0();
    iVar3 = (**(code **)(*piVar2 + 0xc))(piVar2,"-bugbait",0);
    if (iVar3 != 0) {
      iVar3 = *(int *)(*(int *)(sv_cheats + 0x1c) + 0x30);
      return CONCAT31((int3)((uint)iVar3 >> 8),iVar3 != 0);
    }
  }
  return 0;
}

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)