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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.