L L4D2node

IsEngineThreaded

0x006ca450 · 29 bytes · unknown

_Z16IsEngineThreadedv

Decompiled

undefined (0 params)

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

undefined4 IsEngineThreaded(void)

{
  int iVar1;
  
  if (g_pcv_ThreadMode != 0) {
    iVar1 = *(int *)(*(int *)(g_pcv_ThreadMode + 0x1c) + 0x30);
    return CONCAT31((int3)((uint)iVar1 >> 8),iVar1 != 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)