MapList_CountMaps
0x0017f3a0 · 260 bytes · __regparm3
_ZL17MapList_CountMapsPKcbRi
Decompiled
undefined (3 params)
/* MapList_CountMaps(char const*, bool, int&) */
int __regparm3 MapList_CountMaps(char *param_1,bool param_2,int *param_3)
{
size_t sVar1;
int iVar2;
int iVar3;
int iVar4;
int iVar5;
size_t sVar6;
int local_2c;
uint local_28;
CMapListManager::RefreshList((CMapListManager *)g_MapListMgr);
sVar6 = 0;
*param_3 = 0;
if ((param_1 != (char *)0x0) && (*param_1 != '\0')) {
sVar6 = strlen(param_1);
}
local_28 = (uint)param_2;
local_2c = 0;
do {
if (0 < (int)g_MapListMgr._20_4_) {
iVar5 = 0;
do {
while( true ) {
iVar2 = CMapListManager::GetMapName((CMapListManager *)g_MapListMgr,iVar5);
iVar3 = CMapListManager::IsMapValid((CMapListManager *)g_MapListMgr,iVar5);
if ((sVar6 != 0) && (iVar4 = V_stristr((char *)(iVar2 + 5),param_1), iVar4 == 0)) break;
if (iVar3 != 0) {
sVar1 = strlen((char *)(iVar2 + 5));
iVar2 = *param_3;
if (*param_3 <= (int)(sVar1 + 1)) {
iVar2 = sVar1 + 1;
}
local_2c = local_2c + 1;
*param_3 = iVar2;
}
iVar5 = iVar5 + 1;
if ((int)g_MapListMgr._20_4_ <= iVar5) goto LAB_0017f480;
}
iVar5 = iVar5 + 1;
} while (iVar5 < (int)g_MapListMgr._20_4_);
}
LAB_0017f480:
local_28 = local_28 - 1;
if (local_28 == 0xffffffff) {
return local_2c;
}
} while( true );
}
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.