L L4D2node

MapReslistGenerator_Usage

0x0018b820 · 152 bytes · unknown

_Z25MapReslistGenerator_Usagev

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* MapReslistGenerator_Usage() */

void MapReslistGenerator_Usage(void)

{
  Msg("-makereslists usage:\n");
  Msg(
     "  [ -makereslists <optionalscriptfile> ] -- script file to control more complex makereslists operations (multiple passes, etc.)\n"
     );
  Msg(
     "  [ -usereslistfile filename ] -- get map list from specified file, default is to build for maps/*.bsp\n"
     );
  Msg(
     "  [ -startmap mapname ] -- restart generation at specified map (after crash, implies resume)\n"
     );
  Msg("  [ -condebug ] -- prepend console.log entries with mapname or engine if not in a map\n");
  Msg("  [ +map mapname ] -- generate reslists for specified map and exit after that map\n");
  Msg("  [ -rebuildaudio ] -- force rebuild of _other_rebuild.cache (metacache) file at exit\n");
  Msg("  [ -forever ] -- when you get to the end of the maplist, start over from the top\n");
  Msg("  [ -stringtables ] -- force rebuild of the .bsp\'s stringtable dictionary\n");
  Msg("  [ -reslistdir ] -- default is \'reslists\', use this to override\n");
  Msg("  [ -startstage nnn ] -- when running from script file, this starts at specified stage\n");
  Msg(
     "  [ -collate ] -- skip everything, just merge the reslist from temp folders to the final folder again\n"
     );
  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)