L L4D2node

CDevShotGenerator::BuildMapList

0x00131e90 · 130 bytes · __thiscall

_ZN17CDevShotGenerator12BuildMapListEv.part.0

Decompiled

undefined (1 param)

/* CDevShotGenerator::BuildMapList() [clone .part.0] */

void __thiscall CDevShotGenerator::BuildMapList(CDevShotGenerator *this)

{
  char *pcVar1;
  char cVar2;
  undefined1 *in_EAX;
  int *piVar3;
  int iVar4;
  char *local_10;
  
  DevShotGenerator_Usage();
  local_10 = (char *)0x0;
  piVar3 = (int *)CommandLine_Tier0();
  (**(code **)(*piVar3 + 0xc))(piVar3,"-usedevshotsfile",&local_10);
  pcVar1 = local_10;
  piVar3 = (int *)CommandLine_Tier0();
  iVar4 = (**(code **)(*piVar3 + 0x28))(piVar3,"-usedevshotsfile");
  cVar2 = BuildGeneralMapList((CUtlVector *)(in_EAX + 0xc),iVar4 != 0,pcVar1,"devshots",
                              (int *)(in_EAX + 4));
  if (cVar2 == '\0') {
    *in_EAX = 0;
  }
  return;
}

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)