CMatchExtL4D::GetMapInfo
0x00035030 · 406 bytes · __thiscall
_ZN12CMatchExtL4D10GetMapInfoEP9KeyValuesPS1_
Decompiled
undefined (3 params)
/* CMatchExtL4D::GetMapInfo(KeyValues*, KeyValues**) */
int __thiscall CMatchExtL4D::GetMapInfo(CMatchExtL4D *this,KeyValues *param_1,KeyValues **param_2)
{
char *pcVar1;
char *pcVar2;
int iVar3;
KeyValues *this_00;
int iVar4;
int in_GS_OFFSET;
CFmtStrN<256> local_12c [5];
char local_127 [263];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
if (*(int *)(this + 4) != 0) {
pcVar1 = (char *)KeyValues::GetString(param_1,"Game/mode",(char *)0x0);
if ((pcVar1 != (char *)0x0) && (*pcVar1 != '\0')) {
pcVar2 = (char *)KeyValues::GetString(param_1,"Game/campaign",(char *)0x0);
if ((pcVar2 != (char *)0x0) && (*pcVar2 != '\0')) {
iVar3 = KeyValues::GetInt(param_1,"Game/chapter",0);
if (0 < iVar3) {
CFmtStrN<256>::CFmtStrN(local_12c,"GameModes/%s/missions/%s",pcVar1,pcVar2);
this_00 = (KeyValues *)KeyValues::GetPtr(*(KeyValues **)(this + 4),local_127,(void *)0x0);
if (this_00 != (KeyValues *)0x0) {
CFmtStrN<256>::CFmtStrN(local_12c,"Modes/%s/chapters",pcVar1,pcVar2);
iVar4 = KeyValues::GetInt(this_00,local_127,0);
if (iVar3 <= iVar4) {
CFmtStrN<256>::CFmtStrN(local_12c,"Modes/%s/%d",pcVar1,iVar3);
iVar3 = KeyValues::FindKey(this_00,local_127,false);
if (iVar3 != 0) {
if (param_2 != (KeyValues **)0x0) {
*param_2 = this_00;
}
goto LAB_000351b2;
}
}
}
}
}
}
}
iVar3 = 0;
LAB_000351b2:
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return iVar3;
}
/* 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.