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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.