CDirector::IsSinglePlayerGame
0x00870f40 · 94 bytes · __cdecl
_ZN9CDirector18IsSinglePlayerGameEv
Decompiled
undefined (0 params)
/* CDirector::IsSinglePlayerGame() */
undefined4 CDirector::IsSinglePlayerGame(void)
{
int *piVar1;
KeyValues *this;
char *pcVar2;
int iVar3;
piVar1 = (int *)(**(code **)(*g_pMatchFramework + 0x24))(g_pMatchFramework);
if (piVar1 != (int *)0x0) {
this = (KeyValues *)(**(code **)(*piVar1 + 4))(piVar1);
if (this != (KeyValues *)0x0) {
pcVar2 = (char *)KeyValues::GetString(this,"System/network","");
if (pcVar2 != (char *)0x0) {
iVar3 = _V_stricmp(pcVar2,"offline");
if (iVar3 == 0) {
return 1;
}
}
}
}
return 0;
}
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.