L L4D2node

CMatchExtL4D::GetGameModeInfo

0x000349a0 · 78 bytes · __thiscall

_ZN12CMatchExtL4D15GetGameModeInfoEPKc

Decompiled

undefined (2 params)

/* CMatchExtL4D::GetGameModeInfo(char const*) */

KeyValues * __thiscall CMatchExtL4D::GetGameModeInfo(CMatchExtL4D *this,char *param_1)

{
  KeyValues *this_00;
  
  this_00 = (KeyValues *)KeyValues::FindKey(*(KeyValues **)(this + 4),"GameModes",false);
  if (this_00 == (KeyValues *)0x0) {
    this_00 = (KeyValues *)0x0;
  }
  else if (param_1 != (char *)0x0) {
    this_00 = (KeyValues *)KeyValues::FindKey(this_00,param_1,false);
  }
  return this_00;
}

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)