CMatchTitle::StartServerMap
0x00037d30 · 298 bytes · __thiscall
_ZN11CMatchTitle14StartServerMapEP9KeyValues
Decompiled
undefined (2 params)
/* CMatchTitle::StartServerMap(KeyValues*) */
undefined4 __thiscall CMatchTitle::StartServerMap(CMatchTitle *this,KeyValues *param_1)
{
code *pcVar1;
KeyValues *pKVar2;
undefined4 uVar3;
int iVar4;
int *piVar5;
char *pcVar6;
int local_20 [4];
local_20[0] = 0;
pKVar2 = (KeyValues *)(**(code **)(*(int *)g_pMatchExtL4D + 8))(g_pMatchExtL4D,param_1,local_20);
if (((pKVar2 != (KeyValues *)0x0) && (local_20[0] != 0)) &&
(piVar5 = *(int **)(g_pMatchExtensions + 0x60), piVar5 != (int *)0x0)) {
pcVar1 = *(code **)(*piVar5 + 4);
uVar3 = KeyValues::GetString(pKVar2,"map","");
iVar4 = (*pcVar1)(piVar5,uVar3);
if (iVar4 != 0) {
piVar5 = (int *)(**(code **)(*g_pMatchFramework + 0x28))(g_pMatchFramework);
pKVar2 = (KeyValues *)(**(code **)(*piVar5 + 0x14))(piVar5,param_1);
/* try { // try from 00037dde to 00037e25 has its CatchHandler @ 00037e6a */
KeyValues::SetString(pKVar2,"map/mapcommand","map");
pcVar6 = (char *)KeyValues::GetString(param_1,"Options/play","");
iVar4 = _V_stricmp("commentary",pcVar6);
if (iVar4 == 0) {
/* try { // try from 00037e63 to 00037e67 has its CatchHandler @ 00037e6a */
KeyValues::SetString(pKVar2,"map/mapcommand","map_commentary");
}
(**(code **)(**(int **)(g_pMatchExtensions + 100) + 0x94))
(*(int **)(g_pMatchExtensions + 100),pKVar2);
if (pKVar2 == (KeyValues *)0x0) {
return 1;
}
KeyValues::deleteThis();
return 1;
}
}
return 0;
}
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.