L L4D2node

CMatchTitleGameSettingsMgr::ExtendGameSettingsUpdateKeys

0x00038f20 · 341 bytes · __thiscall

_ZN26CMatchTitleGameSettingsMgr28ExtendGameSettingsUpdateKeysEP9KeyValuesS1_

Decompiled

undefined (3 params)

/* CMatchTitleGameSettingsMgr::ExtendGameSettingsUpdateKeys(KeyValues*, KeyValues*) */

void __thiscall
CMatchTitleGameSettingsMgr::ExtendGameSettingsUpdateKeys
          (CMatchTitleGameSettingsMgr *this,KeyValues *param_1,KeyValues *param_2)

{
  int iVar1;
  char *pcVar2;
  KeyValues *pKVar3;
  longlong lVar4;
  longlong lVar5;
  
  iVar1 = KeyValues::FindKey(param_2,"Delete/Game/campaign",false);
  if (iVar1 != 0) {
    KeyValues::SetString(param_2,"Delete/Game/MissionInfo","delete");
  }
  pcVar2 = (char *)KeyValues::GetString(param_2,"Update/Game/campaign",(char *)0x0);
  if (pcVar2 != (char *)0x0) {
    pKVar3 = (KeyValues *)KeyValues::FindKey(param_2,"Update/Game/MissionInfo",true);
    TransferMissionInformationToInfo(pcVar2,pKVar3,param_1);
  }
  iVar1 = KeyValues::GetString(param_2,"Update/Game/campaign","");
  if ((iVar1 != 0) || (iVar1 = KeyValues::GetString(param_2,"Update/Game/chapter",""), iVar1 != 0))
  {
    pKVar3 = (KeyValues *)KeyValues::MakeCopy(param_1);
                    /* try { // try from 00038fdd to 00039031 has its CatchHandler @ 00039078 */
    KeyValues::MergeFrom(pKVar3,param_2,0);
    lVar4 = DetermineDlcRequiredMask(pKVar3);
    lVar5 = KeyValues::GetUint64((char *)pKVar3,0xb0b11);
    if (lVar4 != lVar5) {
      KeyValues::SetUint64((char *)param_2,CONCAT44((int)lVar4,"Update/Game/dlcrequired"));
    }
    if (pKVar3 != (KeyValues *)0x0) {
      KeyValues::deleteThis();
      return;
    }
  }
  return;
}

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)