L L4D2node

CMapReslistGenerator::BuildMapList

0x0018c750 · 170 bytes · __thiscall

_ZN20CMapReslistGenerator12BuildMapListEv

Decompiled

undefined (1 param)

/* CMapReslistGenerator::BuildMapList() */

void __thiscall CMapReslistGenerator::BuildMapList(CMapReslistGenerator *this)

{
  char cVar1;
  int *piVar2;
  int iVar3;
  bool bVar4;
  char *local_10 [2];
  
  if (this[1] != (CMapReslistGenerator)0x0) {
    MapReslistGenerator_Usage();
    local_10[0] = (char *)0x0;
    piVar2 = (int *)CommandLine_Tier0();
    (**(code **)(*piVar2 + 0xc))(piVar2,"-usereslistfile",local_10);
    piVar2 = (int *)CommandLine_Tier0();
    iVar3 = (**(code **)(*piVar2 + 0x28))(piVar2,&DAT_002b6bf6);
    bVar4 = false;
    if (iVar3 == 0) {
      piVar2 = (int *)CommandLine_Tier0();
      iVar3 = (**(code **)(*piVar2 + 0x28))(piVar2,"-usereslistfile");
      bVar4 = iVar3 != 0;
    }
    cVar1 = BuildGeneralMapList((CUtlVector *)(this + 8),bVar4,local_10[0],"reslists",
                                (int *)(this + 0x1c));
    if (cVar1 == '\0') {
      this[1] = (CMapReslistGenerator)0x0;
      return;
    }
  }
  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)