L L4D2node

CServerGameDLL::ShouldHideServer

0x006c6000 · 47 bytes · __cdecl

_ZN14CServerGameDLL16ShouldHideServerEv

Decompiled

undefined (0 params)

/* CServerGameDLL::ShouldHideServer() */

undefined4 CServerGameDLL::ShouldHideServer(void)

{
  undefined4 uVar1;
  
  if (((g_pcv_commentary == 0) ||
      (uVar1 = 1, *(int *)(*(int *)(g_pcv_commentary + 0x1c) + 0x30) == 0)) &&
     (uVar1 = 0, gpGlobals != 0)) {
    return CONCAT31((int3)((uint)gpGlobals >> 8),*(int *)(gpGlobals + 0x48) == 3);
  }
  return uVar1;
}

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)