L L4D2node

CL_PortalDemo_MapCheck

0x0017da40 · 249 bytes · __cdecl

_Z22CL_PortalDemo_MapCheckPKc

Decompiled

undefined (1 param)

/* CL_PortalDemo_MapCheck(char const*) */

uint CL_PortalDemo_MapCheck(char *param_1)

{
  uint uVar1;
  int iVar2;
  uint uVar3;
  uint uVar4;
  
  uVar1 = CL_IsPortalDemo();
  uVar4 = 1;
  if (((((((char)uVar1 != '\0') && (uVar3 = (uint)DAT_003b8088, uVar4 = uVar3, DAT_003b8088 == 0))
        && (iVar2 = _V_stricmp(param_1,"testchmb_a_00"), uVar4 = uVar1, iVar2 != 0)) &&
       ((iVar2 = _V_stricmp(param_1,"testchmb_a_01"), iVar2 != 0 &&
        (iVar2 = _V_stricmp(param_1,"testchmb_a_02"), iVar2 != 0)))) &&
      ((iVar2 = _V_stricmp(param_1,"testchmb_a_03"), iVar2 != 0 &&
       ((iVar2 = _V_stricmp(param_1,"testchmb_a_04"), iVar2 != 0 &&
        (iVar2 = _V_stricmp(param_1,"testchmb_a_05"), iVar2 != 0)))))) &&
     ((iVar2 = _V_stricmp(param_1,"testchmb_a_06"), iVar2 != 0 &&
      (iVar2 = _V_stricmp(param_1,"background1"), uVar4 = uVar3, iVar2 == 0)))) {
    uVar4 = uVar1;
  }
  return uVar4;
}

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)