L L4D2node

DefaultConditionalSymbolProc

0x00b848c0 · 197 bytes · __cdecl

_Z28DefaultConditionalSymbolProcPKc

Decompiled

undefined (1 param)

/* DefaultConditionalSymbolProc(char const*) */

undefined4 DefaultConditionalSymbolProc(char *param_1)

{
  int iVar1;
  int *piVar2;
  undefined4 uVar3;
  char *pcVar4;
  
  pcVar4 = param_1 + (*param_1 == '$');
  iVar1 = _V_stricmp(pcVar4,"WIN32");
  if (iVar1 != 0) {
    iVar1 = _V_stricmp(pcVar4,"OSX");
    if (iVar1 == 0) {
      return 0;
    }
    iVar1 = _V_stricmp(pcVar4,"POSIX");
    if ((iVar1 != 0) && (iVar1 = _V_stricmp(pcVar4,"LINUX"), iVar1 != 0)) {
      iVar1 = _V_stricmp(pcVar4,"X360");
      if (iVar1 == 0) {
        return 0;
      }
      iVar1 = _V_stricmp(pcVar4,"DEMO");
      if (iVar1 != 0) {
        _V_stricmp(pcVar4,"LOWVIOLENCE");
        piVar2 = (int *)KeyValuesSystem();
        uVar3 = (**(code **)(*piVar2 + 0x28))(piVar2,pcVar4);
        return uVar3;
      }
      return 0;
    }
  }
  return 1;
}

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)