L L4D2node

CMapListManager::RefreshList

0x0017f190 · 488 bytes · __thiscall

_ZN15CMapListManager11RefreshListEv

Decompiled

undefined (1 param)

/* CMapListManager::RefreshList() */

void __thiscall CMapListManager::RefreshList(CMapListManager *this)

{
  char *pcVar1;
  int iVar2;
  int iVar3;
  int in_GS_OFFSET;
  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);
  if (*(float *)(this + 0x24) == -1.0) {
    BuildList(this);
  }
  else if (*(float *)(this + 0x24) + 60.0 <= realtime) {
    ConDMsg("Refreshing map list...\n");
    V_strncpy(local_e0,"maps/*.bsp",0x60);
    pcVar1 = (char *)Sys_FindFirst(local_e0,(char *)0x0,0);
    while (pcVar1 != (char *)0x0) {
      iVar2 = V_stristr(pcVar1,".360.bsp");
      if (iVar2 == 0) {
        V_snprintf(local_80,0x60,"maps/%s",pcVar1);
        local_e8 = 1;
        local_e4 = 0;
        local_ec = local_80;
        iVar2 = 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 (iVar2 == -1) {
          local_ec = (char *)0x1;
          local_e8 = 0;
          local_e8 = (**(code **)(*(int *)(g_pFileSystem + 4) + 0x34))(g_pFileSystem + 4,local_80,0)
          ;
          local_ec = &DAT_00000001;
          CUtlDict<CMapListItem,int>::Insert
                    ((CUtlDict<CMapListItem,int> *)this,local_80,(CMapListItem *)&local_ec);
          this[0x28] = (CMapListManager)0x1;
        }
        else {
          iVar3 = iVar2 * 0x1c + *(int *)(this + 4);
          iVar2 = (**(code **)(*(int *)(g_pFileSystem + 4) + 0x34))(g_pFileSystem + 4,local_80,0);
          if (iVar2 != *(int *)(iVar3 + 0x18)) {
            *(int *)(iVar3 + 0x18) = iVar2;
            *(undefined4 *)(iVar3 + 0x14) = 1;
            this[0x28] = (CMapListManager)0x1;
          }
        }
      }
      pcVar1 = (char *)Sys_FindNext((char *)0x0,0);
    }
    Sys_FindClose();
    *(float *)(this + 0x24) = realtime;
  }
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)