L L4D2node

CDevShotGenerator::NextMap

0x00132040 · 165 bytes · __thiscall

_ZN17CDevShotGenerator7NextMapEv

Decompiled

undefined (1 param)

/* CDevShotGenerator::NextMap() */

void __thiscall CDevShotGenerator::NextMap(CDevShotGenerator *this)

{
  int iVar1;
  undefined4 uVar2;
  int in_GS_OFFSET;
  CFmtStrN<256> local_11c [5];
  undefined1 local_117 [263];
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  if (*this != (CDevShotGenerator)0x0) {
    iVar1 = *(int *)(this + 4);
    if ((iVar1 < 0) || (*(int *)(this + 0x18) <= iVar1)) {
      uVar2 = Cbuf_GetCurrentPlayer();
      Cbuf_AddText(uVar2,"quit\n",0);
    }
    else {
      CFmtStrN<256>::CFmtStrN(local_11c,"map %s\n",iVar1 * 0x40 + *(int *)(this + 0xc));
      uVar2 = Cbuf_GetCurrentPlayer();
      Cbuf_AddText(uVar2,local_117,0);
      *(int *)(this + 4) = *(int *)(this + 4) + 1;
    }
  }
  if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)