CMapListManager::GetMapName
0x0017ecc0 · 136 bytes · __thiscall
_ZNK15CMapListManager10GetMapNameEi
Decompiled
undefined (2 params)
/* CMapListManager::GetMapName(int) const */
char * __thiscall CMapListManager::GetMapName(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 (char *)piVar1[4];
}
}
return "Invalid!!!";
}
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.