L L4D2node

Host_Maps_f

0x0017f6f0 · 137 bytes · __cdecl

_ZL11Host_Maps_fRK8CCommand

Decompiled

undefined (1 param)

/* Host_Maps_f(CCommand const&) */

void Host_Maps_f(CCommand *param_1)

{
  int iVar1;
  char *pcVar2;
  int local_10 [2];
  
  if (*(int *)param_1 == 2) {
    pcVar2 = *(char **)(param_1 + 0x40c);
    if (pcVar2 == (char *)0x0) {
      return;
    }
    if (*pcVar2 == '\0') {
      return;
    }
    if (*pcVar2 == '*') {
      pcVar2 = (char *)0x0;
    }
  }
  else {
    pcVar2 = (char *)0x0;
    if (*(int *)param_1 != 3) {
      ConMsg("Usage:  maps <substring>\nmaps * for full listing\n");
      return;
    }
  }
  local_10[0] = 0;
  iVar1 = MapList_CountMaps(pcVar2,true,local_10);
  if (iVar1 < 1) {
    return;
  }
  MapList_ListMaps(pcVar2,true,true,iVar1,0,(char *)0x0);
  return;
}

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)