L L4D2node

CMapListManager::IsMapValid

0x0017ec30 · 133 bytes · __thiscall

_ZNK15CMapListManager10IsMapValidEi

Decompiled

undefined (2 params)

/* CMapListManager::IsMapValid(int) const */

int __thiscall CMapListManager::IsMapValid(CMapListManager *this,int param_1)

{
  int *piVar1;
  int iVar2;
  
  if (((-1 < param_1) && (param_1 < *(int *)(this + 8))) && (param_1 <= *(int *)(this + 0x1c))) {
    if (CUtlRBTree<CUtlMap<char_const*,CMapListItem,int>::Node_t,int,CUtlMap<char_const*,CMapListItem,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,CMapListItem,int>::Node_t,int>,int>>
        ::Links(int)::s_Sentinel == '\0') {
      iVar2 = __cxa_guard_acquire(&CUtlRBTree<CUtlMap<char_const*,CMapListItem,int>::Node_t,int,CUtlMap<char_const*,CMapListItem,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,CMapListItem,int>::Node_t,int>,int>>
                                   ::Links(int)::s_Sentinel);
      if (iVar2 != 0) {
        CUtlRBTree<CUtlMap<char_const*,CMapListItem,int>::Node_t,int,CUtlMap<char_const*,CMapListItem,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,CMapListItem,int>::Node_t,int>,int>>
        ::Links(int)::s_Sentinel = 0xffffffff;
        DAT_0034129c = 0xffffffff;
        DAT_003412a0 = 0xffffffff;
        __cxa_guard_release(&CUtlRBTree<CUtlMap<char_const*,CMapListItem,int>::Node_t,int,CUtlMap<char_const*,CMapListItem,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,CMapListItem,int>::Node_t,int>,int>>
                             ::Links(int)::s_Sentinel);
      }
    }
    piVar1 = (int *)(param_1 * 0x1c + *(int *)(this + 4));
    if (param_1 != *piVar1) {
      return piVar1[5];
    }
  }
  return 0;
}

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)