CMatchExtL4D::GetRandomMission
0x00036000 · 149 bytes · __cdecl
_ZN12CMatchExtL4D16GetRandomMissionEP9KeyValuesy
Decompiled
undefined (2 params)
/* CMatchExtL4D::GetRandomMission(KeyValues*, unsigned long long) */
undefined4 CMatchExtL4D::GetRandomMission(KeyValues *param_1,ulonglong param_2)
{
int iVar1;
undefined4 uVar2;
undefined4 in_stack_00000010;
int local_20 [5];
local_20[0] = 0;
local_20[1] = 0;
local_20[2] = 0;
local_20[3] = 0;
local_20[4] = 0;
/* try { // try from 00036046 to 00036064 has its CatchHandler @ 0003609c */
FindMissionsForDlcMask
(CONCAT44(in_stack_00000010,param_2._4_4_),(KeyValues *)param_2,(CUtlVector *)local_20);
if (local_20[3] == 0) {
uVar2 = 0;
}
else {
iVar1 = RandomInt(0,local_20[3] + -1);
uVar2 = *(undefined4 *)(local_20[0] + iVar1 * 4);
}
local_20[3] = 0;
CUtlMemory<KeyValues*,int>::Purge((CUtlMemory<KeyValues*,int> *)local_20);
local_20[4] = local_20[0];
CUtlMemory<KeyValues*,int>::Purge((CUtlMemory<KeyValues*,int> *)local_20);
return uVar2;
}
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.