L L4D2node

show_addon_metadata

0x0015d7c0 · 168 bytes · __cdecl

_ZL19show_addon_metadataRK8CCommand

Decompiled

undefined (1 param)

/* show_addon_metadata(CCommand const&) */

void show_addon_metadata(CCommand *param_1)

{
  int iVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  
  if (DAT_0039fab0 == 0) {
    Msg("No custom addon files are loaded!\n");
  }
  iVar4 = 0;
  iVar3 = 0;
  if (0 < DAT_0039fab0) {
    do {
      iVar2 = s_vecAddonMetadata + iVar4;
      iVar1 = *(int *)(iVar2 + 0x100);
      if (iVar1 == 1) {
        Msg("MISSION: %s \t(%s)\n",iVar2 + 0x80,iVar2);
      }
      else if (iVar1 == 0) {
        Msg("CONTENT: (%s)\n",iVar2);
      }
      else if (iVar1 == 2) {
        Msg("MODE: %s \t(%s)\n",iVar2 + 0x80,iVar2);
      }
      iVar3 = iVar3 + 1;
      iVar4 = iVar4 + 0x108;
    } while (iVar3 < DAT_0039fab0);
  }
  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)