CMatchExtL4D::MakeGameModeCopy
0x00034ac0 · 716 bytes · __thiscall
_ZN12CMatchExtL4D16MakeGameModeCopyEPKcS1_
Decompiled
undefined (3 params)
/* CMatchExtL4D::MakeGameModeCopy(char const*, char const*) */
void __thiscall CMatchExtL4D::MakeGameModeCopy(CMatchExtL4D *this,char *param_1,char *param_2)
{
KeyValues *pKVar1;
KeyValues *pKVar2;
int iVar3;
KeyValues *pKVar4;
undefined4 uVar5;
int in_GS_OFFSET;
CFmtStrN<256> local_12c [5];
char local_127 [263];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
CFmtStrN<256>::CFmtStrN(local_12c,"GameModes/%s",param_1);
pKVar1 = (KeyValues *)KeyValues::FindKey(*(KeyValues **)(this + 4),local_127,false);
CFmtStrN<256>::CFmtStrN(local_12c,"GameModes/%s",param_2);
pKVar2 = (KeyValues *)KeyValues::FindKey(*(KeyValues **)(this + 4),local_127,false);
if ((pKVar1 != (KeyValues *)0x0) && (pKVar2 == (KeyValues *)0x0)) {
pKVar2 = (KeyValues *)KeyValues::MakeCopy(pKVar1);
KeyValues::SetName(pKVar2,param_2);
pKVar4 = (KeyValues *)KeyValues::FindKey(*(KeyValues **)(this + 4),"GameModes",false);
KeyValues::AddSubKey(pKVar4,pKVar2);
}
if ((pKVar2 != (KeyValues *)0x0) && (pKVar1 != (KeyValues *)0x0)) {
uVar5 = KeyValues::FindKey(pKVar1,"missions",false);
pKVar4 = (KeyValues *)KeyValues::FindKey(pKVar2,"missions",true);
KeyValues::MergeFrom(pKVar4,uVar5,1);
iVar3 = KeyValues::GetInt(pKVar1,"missions",0);
KeyValues::SetInt(pKVar2,"missions",iVar3);
}
iVar3 = StringAfterPrefix(param_2,"team");
KeyValues::SetInt(pKVar2,"team",(uint)(iVar3 != 0));
pKVar1 = (KeyValues *)(*(code *)**(undefined4 **)this)(this);
if (pKVar1 != (KeyValues *)0x0) {
for (pKVar1 = (KeyValues *)KeyValues::GetFirstTrueSubKey(pKVar1); pKVar1 != (KeyValues *)0x0;
pKVar1 = (KeyValues *)KeyValues::GetNextTrueSubKey(pKVar1)) {
pKVar2 = (KeyValues *)KeyValues::FindKey(pKVar1,"Modes",false);
iVar3 = KeyValues::FindKey(pKVar2,param_2,false);
if (iVar3 == 0) {
CFmtStrN<256>::CFmtStrN(local_12c,"Modes/%s",param_1);
pKVar2 = (KeyValues *)KeyValues::FindKey(pKVar1,local_127,false);
if (pKVar2 != (KeyValues *)0x0) {
pKVar2 = (KeyValues *)KeyValues::MakeCopy(pKVar2);
KeyValues::SetName(pKVar2,param_2);
pKVar4 = (KeyValues *)KeyValues::FindKey(pKVar1,"Modes",false);
KeyValues::AddSubKey(pKVar4,pKVar2);
}
}
}
}
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.