L L4D2node

CVEngineServer::IsMapValid

0x0022b2a0 · 39 bytes · __thiscall

_ZN14CVEngineServer10IsMapValidEPKc

Decompiled

undefined (2 params)

/* CVEngineServer::IsMapValid(char const*) */

undefined1 __thiscall CVEngineServer::IsMapValid(CVEngineServer *this,char *param_1)

{
  undefined1 uVar1;
  
  uVar1 = (**(code **)(*(int *)modelloader + 0x44))(modelloader,param_1,0);
  return uVar1;
}

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)