CMapListManager::BuildList
0x0017f000 · 380 bytes · __thiscall
_ZN15CMapListManager9BuildListEv
Decompiled
undefined (1 param)
/* CMapListManager::BuildList() */
void __thiscall CMapListManager::BuildList(CMapListManager *this)
{
undefined4 uVar1;
char *pcVar2;
int iVar3;
int in_GS_OFFSET;
undefined4 local_f4;
undefined4 local_f0;
char *local_ec;
undefined4 local_e8;
undefined4 local_e4;
char local_e0 [96];
char local_80 [96];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
CUtlDict<CMapListItem,int>::RemoveAll((CUtlDict<CMapListItem,int> *)this);
this[0x28] = (CMapListManager)0x0;
V_snprintf(local_e0,0x60,"maps/*.%sbsp",&DAT_002c79d4);
pcVar2 = (char *)Sys_FindFirst(local_e0,(char *)0x0,0);
while (pcVar2 != (char *)0x0) {
iVar3 = V_stristr(pcVar2,".360.bsp");
if (iVar3 == 0) {
V_snprintf(local_80,0x60,"maps/%s",pcVar2);
local_f0 = 0;
local_f4 = 1;
local_f0 = (**(code **)(*(int *)(g_pFileSystem + 4) + 0x34))(g_pFileSystem + 4,local_80,0);
local_f4 = 1;
local_e8 = 1;
local_e4 = 0;
local_ec = local_80;
iVar3 = 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>>
::Find((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>>
*)this,(Node_t *)&local_ec);
if (iVar3 == -1) {
CUtlDict<CMapListItem,int>::Insert
((CUtlDict<CMapListItem,int> *)this,local_80,(CMapListItem *)&local_f4);
}
}
pcVar2 = (char *)Sys_FindNext((char *)0x0,0);
}
Sys_FindClose();
uVar1 = realtime;
this[0x28] = (CMapListManager)0x1;
iVar3 = *(int *)(in_GS_OFFSET + 0x14);
*(undefined4 *)(this + 0x24) = uVar1;
if (local_20 == iVar3) {
return;
}
/* 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.