L L4D2node

HostState_NewGame

0x00182cc0 · 168 bytes · __cdecl

_Z17HostState_NewGamePKcbbb

Decompiled

undefined (4 params)

/* HostState_NewGame(char const*, bool, bool, bool) */

void HostState_NewGame(char *param_1,bool param_2,bool param_3,bool param_4)

{
  int in_GS_OFFSET;
  char local_1020 [4096];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  V_StripExtension(param_1,local_1020,0x1000);
  V_strncpy(&DAT_003a35c0,local_1020,0x100);
  DAT_003a36c0 = 0;
  DAT_003a38c7 = 1;
  DAT_003a35a4 = 0;
  DAT_003a38c5 = param_2;
  DAT_003a38c6 = param_3;
  DAT_003a38c9 = param_4;
  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)