L L4D2node

CMatchExtL4D::GetAllModes

0x00034970 · 42 bytes · __thiscall

_ZN12CMatchExtL4D11GetAllModesEv

Decompiled

undefined (1 param)

/* CMatchExtL4D::GetAllModes() */

void __thiscall CMatchExtL4D::GetAllModes(CMatchExtL4D *this)

{
  if (*(KeyValues **)(this + 4) != (KeyValues *)0x0) {
    KeyValues::FindKey(*(KeyValues **)(this + 4),"GameModes",false);
  }
  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)