L L4D2node

CMapReslistGenerator::BuildEngineLogFromReslist

0x0018cb20 · 446 bytes · __thiscall

_ZN20CMapReslistGenerator25BuildEngineLogFromReslistEv

Decompiled

undefined (1 param)

/* CMapReslistGenerator::BuildEngineLogFromReslist() */

void __thiscall CMapReslistGenerator::BuildEngineLogFromReslist(CMapReslistGenerator *this)

{
  CUtlRBTree<CUtlString,int,bool(*)(CUtlString_const&,CUtlString_const&),CUtlMemory<UtlRBTreeNode_t<CUtlString,int>,int>>
  *this_00;
  code *pcVar1;
  char cVar2;
  undefined4 uVar3;
  int iVar4;
  int in_GS_OFFSET;
  CUtlString local_284 [16];
  CUtlString local_274 [16];
  CUtlBuffer local_264 [56];
  characterset_t local_22c [256];
  CFmtStrN<256> local_12c [5];
  undefined1 local_127 [263];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  this_00 = (CUtlRBTree<CUtlString,int,bool(*)(CUtlString_const&,CUtlString_const&),CUtlMemory<UtlRBTreeNode_t<CUtlString,int>,int>>
             *)(this + 0x198);
  CUtlRBTree<CUtlString,int,bool(*)(CUtlString_const&,CUtlString_const&),CUtlMemory<UtlRBTreeNode_t<CUtlString,int>,int>>
  ::RemoveAll(this_00);
  CUtlBuffer::CUtlBuffer(local_264,0,0,1);
  pcVar1 = *(code **)(*(int *)(g_pFileSystem + 4) + 0x38);
                    /* try { // try from 0018cb88 to 0018cc2b has its CatchHandler @ 0018cd21 */
  uVar3 = CUtlString::Get((CUtlString *)(this + 0x1bc));
  CFmtStrN<256>::CFmtStrN(local_12c,"%s\\%s",uVar3,"engine.lst");
  cVar2 = (*pcVar1)(g_pFileSystem + 4,local_127,"DEFAULT_WRITE_PATH",local_264,0,0,0);
  if (cVar2 != '\0') {
    CharacterSetBuild(local_22c,"");
    while( true ) {
                    /* try { // try from 0018cc74 to 0018ccc1 has its CatchHandler @ 0018cd21 */
      iVar4 = CUtlBuffer::ParseToken(local_264,local_22c,(char *)local_12c,0x104,true);
      if (iVar4 < 1) break;
      CUtlString::CUtlString(local_284,(char *)local_12c);
                    /* try { // try from 0018cc39 to 0018cc3d has its CatchHandler @ 0018cd13 */
      iVar4 = CUtlRBTree<CUtlString,int,bool(*)(CUtlString_const&,CUtlString_const&),CUtlMemory<UtlRBTreeNode_t<CUtlString,int>,int>>
              ::Find(this_00,local_284);
      CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)local_284);
      if (iVar4 == -1) {
        CUtlString::CUtlString(local_274,(char *)local_12c);
                    /* try { // try from 0018ccd5 to 0018ccd9 has its CatchHandler @ 0018cced */
        CUtlRBTree<CUtlString,int,bool(*)(CUtlString_const&,CUtlString_const&),CUtlMemory<UtlRBTreeNode_t<CUtlString,int>,int>>
        ::Insert(this_00,local_274);
        CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)local_274);
      }
    }
  }
  CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)local_264);
  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)