L L4D2node

CGameServer::ExecGameTypeCfg

0x001fd970 · 162 bytes · __thiscall

_ZN11CGameServer15ExecGameTypeCfgEPKc

Decompiled

undefined (2 params)

/* CGameServer::ExecGameTypeCfg(char const*) */

void __thiscall CGameServer::ExecGameTypeCfg(CGameServer *this,char *param_1)

{
  KeyValues *this_00;
  int iVar1;
  uint in_stack_ffffffd8;
  
  this_00 = KeyValues::operator_new((KeyValues *)0x2c,in_stack_ffffffd8);
                    /* try { // try from 001fd9a8 to 001fd9ac has its CatchHandler @ 001fda2e */
  KeyValues::KeyValues(this_00,"::ExecGameTypeCfg",(IKeyValuesSystem *)0x0,false);
                    /* try { // try from 001fd9bc to 001fd9ec has its CatchHandler @ 001fda18 */
  KeyValues::SetString(this_00,"map/mapname",param_1);
  (**(code **)(*serverGameDLL + 0x94))(serverGameDLL,this_00);
  iVar1 = KeyValues::GetInt(this_00,"Members/numSlots",-1);
  if (-1 < iVar1) {
    *(int *)(this + 0x17c) = iVar1;
  }
  if (this_00 != (KeyValues *)0x0) {
    KeyValues::deleteThis();
    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)