L L4D2node

CHostState::State_NewGame

0x00183090 · 250 bytes · __thiscall

_ZN10CHostState13State_NewGameEv

Decompiled

undefined (1 param)

/* CHostState::State_NewGame() */

void __thiscall CHostState::State_NewGame(CHostState *this)

{
  CHostState CVar1;
  char cVar2;
  
  CVar1 = this[0x329];
  this[0x329] = (CHostState)0x0;
  cVar2 = Host_ValidGame();
  if (cVar2 != '\0') {
    if (serverGameClients == 0) {
      SV_InitGameDLL();
      if (serverGameClients == 0) {
        Warning("Can\'t start game, no valid server.dll loaded\n");
        goto LAB_001830e1;
      }
    }
    cVar2 = (**(code **)(*(int *)modelloader + 0x44))(modelloader,this + 0x20,0);
    if (cVar2 != '\0') {
      cVar2 = Host_NewGame((char *)(this + 0x20),false,(bool)this[0x326],(bool)CVar1,(char *)0x0,
                           (char *)0x0);
      if (cVar2 != '\0') {
        *(undefined4 *)this = 4;
        *(undefined4 *)(this + 4) = 4;
        return;
      }
    }
  }
LAB_001830e1:
  SCR_EndLoadingPlaque();
  (**(code **)(*serverGameDLL + 0x1c))(serverGameDLL);
  this[0x324] = (CHostState)0x0;
  *(undefined4 *)this = 4;
  *(undefined4 *)(this + 4) = 4;
  CBaseServer::ClearReservationStatus((CBaseServer *)&sv);
  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)