L L4D2node

DetermineDlcRequiredMask

0x00038960 · 330 bytes · __regparm3

_ZL24DetermineDlcRequiredMaskP9KeyValues

Decompiled

undefined (1 param)

/* DetermineDlcRequiredMask(KeyValues*) */

ulonglong __regparm3 DetermineDlcRequiredMask(KeyValues *param_1)

{
  code *pcVar1;
  undefined4 uVar2;
  char *pcVar3;
  KeyValues *this;
  ulonglong uVar4;
  ulonglong uVar5;
  ulonglong uVar6;
  char *pcVar7;
  undefined *puVar8;
  char *local_20 [4];
  
  pcVar1 = *(code **)(*(int *)g_pMatchExtL4D + 0x10);
  uVar2 = KeyValues::GetString(param_1,"game/mode","");
  pcVar3 = (char *)(*pcVar1)(g_pMatchExtL4D,uVar2);
  uVar2 = 0;
  uVar4 = KeyValues::GetUint64(pcVar3,0xb0b8f);
  local_20[0] = (char *)0x0;
  pcVar3 = (char *)(**(code **)(*(int *)g_pMatchExtL4D + 8))(g_pMatchExtL4D,param_1,local_20,uVar2);
  if (pcVar3 != (char *)0x0) {
    uVar5 = KeyValues::GetUint64(local_20[0],0xb0b8f);
    uVar2 = 0;
    uVar6 = KeyValues::GetUint64(pcVar3,0xb0b8f);
    uVar4 = uVar5 | uVar6 | uVar4;
  }
  puVar8 = &DAT_000b2b65;
  pcVar7 = "game/campaign";
  pcVar3 = (char *)KeyValues::GetString(param_1,"game/campaign","");
  if (*pcVar3 != '\0') {
    this = (KeyValues *)
           (*(code *)**(undefined4 **)g_pMatchExtL4D)(g_pMatchExtL4D,pcVar7,puVar8,uVar2);
    pcVar3 = (char *)KeyValues::FindKey(this,pcVar3,false);
    uVar5 = KeyValues::GetUint64(pcVar3,0xb0b8f);
    uVar4 = uVar5 | uVar4;
  }
  return uVar4;
}

SourceMod gamedata

paste into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)