MapList_ListMaps
0x0017ed60 · 537 bytes · __regparm3
_ZL16MapList_ListMapsPKcbbiiPA64_c
Decompiled
undefined (6 params)
/* MapList_ListMaps(char const*, bool, bool, int, int, char (*) [64]) */
int __regparm3
MapList_ListMaps(char *param_1,bool param_2,bool param_3,int param_4,int param_5,char *param_6)
{
int iVar1;
int iVar2;
int iVar3;
char *pcVar4;
int iVar5;
int in_GS_OFFSET;
uint local_60;
byte local_52;
size_t local_50;
char local_40 [32];
int local_20;
local_50 = 0;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
if ((param_1 != (char *)0x0) && (*param_1 != '\0')) {
local_50 = strlen(param_1);
}
if (param_3) {
ConMsg("-------------\n");
}
local_60 = (uint)param_2;
if (param_4 < 1) {
iVar5 = 0;
}
else {
iVar5 = 0;
local_52 = param_2;
do {
if ((0 < (int)g_MapListMgr._20_4_) && (iVar5 < param_4)) {
iVar3 = 0;
do {
iVar1 = CMapListManager::GetMapName((CMapListManager *)g_MapListMgr,iVar3);
iVar2 = CMapListManager::IsMapValid((CMapListManager *)g_MapListMgr,iVar3);
pcVar4 = (char *)(iVar1 + 5);
if ((local_50 == 0) || (iVar1 = V_stristr(pcVar4,param_1), iVar1 != 0)) {
if (param_3) {
local_40[0] = '\0';
if (iVar2 == 0) {
V_strncpy(local_40,"OUTDATED: ",0x20);
}
else if (iVar2 == 1) {
V_strncpy(local_40,"PENDING: ",0x20);
}
if ((bool)(local_52 & 1) != (iVar2 != 0)) {
ConMsg("%s %s %s\n",local_40,&DAT_002b52ba,pcVar4);
}
}
if (iVar2 != 0) {
if (param_5 != 0) {
V_strncpy(param_6 + iVar5 * 0x40,pcVar4,param_5);
}
iVar5 = iVar5 + 1;
}
if ((int)g_MapListMgr._20_4_ <= iVar3 + 1) break;
}
else if ((int)g_MapListMgr._20_4_ <= iVar3 + 1) break;
iVar3 = iVar3 + 1;
} while (iVar5 < param_4);
}
local_60 = local_60 - 1;
} while ((local_60 != 0xffffffff) && (local_52 = local_52 + 1 & 1, iVar5 < param_4));
}
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return iVar5;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.