L L4D2node

CMapReslistGenerator::EnableReslistGeneration

0x0018cd30 · 479 bytes · __thiscall

_ZN20CMapReslistGenerator23EnableReslistGenerationEb

Decompiled

undefined (2 params)

/* CMapReslistGenerator::EnableReslistGeneration(bool) */

void __thiscall
CMapReslistGenerator::EnableReslistGeneration(CMapReslistGenerator *this,bool param_1)

{
  code *pcVar1;
  int iVar2;
  int *piVar3;
  undefined4 uVar4;
  int in_GS_OFFSET;
  char *local_130;
  CFmtStrN<256> local_12c [5];
  undefined1 local_127 [263];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  iVar2 = _V_stricmp("cstrike",DAT_003a1540);
  if (iVar2 == 0) {
    *(undefined4 *)(this + 0x60) = 6;
    *(undefined4 *)(this + 100) = 900;
  }
  this[1] = (CMapReslistGenerator)0x1;
  this[2] = (CMapReslistGenerator)param_1;
  local_130 = (char *)0x0;
  piVar3 = (int *)CommandLine_Tier0();
  iVar2 = (**(code **)(*piVar3 + 0xc))(piVar3,"-reslistdir",&local_130);
  if ((iVar2 != 0) && (local_130 != (char *)0x0)) {
    V_strncpy((char *)local_12c,local_130,0x104);
    V_StripTrailingSlash((char *)local_12c);
    _V_strlower((char *)local_12c);
    V_FixSlashes((char *)local_12c,'/');
    iVar2 = _V_strlen((char *)local_12c);
    if (0 < iVar2) {
      CUtlString::operator=((CUtlString *)(this + 0x1bc),(char *)local_12c);
    }
  }
  piVar3 = (int *)CommandLine_Tier0();
  iVar2 = (**(code **)(*piVar3 + 0x28))(piVar3,"-xboxreslist");
  piVar3 = g_pFileSystem;
  this[4] = (CMapReslistGenerator)(iVar2 != 0);
  pcVar1 = *(code **)(*piVar3 + 0x48);
  uVar4 = CUtlString::Get((CUtlString *)(this + 0x1bc));
  (*pcVar1)(g_pFileSystem,uVar4,"DEFAULT_WRITE_PATH");
  piVar3 = (int *)CommandLine_Tier0();
  iVar2 = (**(code **)(*piVar3 + 0x28))(piVar3,"-startmap");
  if (iVar2 == 0) {
    pcVar1 = *(code **)(*g_pFileSystem + 0x40);
    uVar4 = CUtlString::Get((CUtlString *)(this + 0x1bc));
    CFmtStrN<256>::CFmtStrN(local_12c,"%s\\%s",uVar4,"engine.lst");
    (*pcVar1)(g_pFileSystem,local_127,"DEFAULT_WRITE_PATH");
    CUtlRBTree<CUtlString,int,bool(*)(CUtlString_const&,CUtlString_const&),CUtlMemory<UtlRBTreeNode_t<CUtlString,int>,int>>
    ::RemoveAll((CUtlRBTree<CUtlString,int,bool(*)(CUtlString_const&,CUtlString_const&),CUtlMemory<UtlRBTreeNode_t<CUtlString,int>,int>>
                 *)(this + 0x198));
  }
  else {
    BuildEngineLogFromReslist(this);
  }
  (**(code **)(*g_pFileSystem + 0x108))(g_pFileSystem,FileSystemLoggingFunc);
  if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
                    /* WARNING: Subroutine does not return */
    __stack_chk_fail();
  }
  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)