CL_HL2Demo_MapCheck
0x0017d940 · 249 bytes · __cdecl
_Z19CL_HL2Demo_MapCheckPKc
Decompiled
undefined (1 param)
/* CL_HL2Demo_MapCheck(char const*) */
uint CL_HL2Demo_MapCheck(char *param_1)
{
uint uVar1;
int iVar2;
uint uVar3;
uint uVar4;
uVar1 = CL_IsHL2Demo();
uVar4 = 1;
if (((((((char)uVar1 != '\0') && (uVar3 = (uint)DAT_003b8088, uVar4 = uVar3, DAT_003b8088 == 0))
&& (iVar2 = _V_stricmp(param_1,"d1_trainstation_01"), uVar4 = uVar1, iVar2 != 0)) &&
((iVar2 = _V_stricmp(param_1,"d1_trainstation_02"), iVar2 != 0 &&
(iVar2 = _V_stricmp(param_1,"d1_town_01"), iVar2 != 0)))) &&
((iVar2 = _V_stricmp(param_1,"d1_town_01a"), iVar2 != 0 &&
((iVar2 = _V_stricmp(param_1,"d1_town_02"), iVar2 != 0 &&
(iVar2 = _V_stricmp(param_1,"d1_town_03"), iVar2 != 0)))))) &&
((iVar2 = _V_stricmp(param_1,"background01"), iVar2 != 0 &&
(iVar2 = _V_stricmp(param_1,"background03"), uVar4 = uVar3, iVar2 == 0)))) {
uVar4 = uVar1;
}
return uVar4;
}
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.