CMatchTitleGameSettingsMgr::ExtendGameSettingsForLobbyTransition
0x000390a0 · 155 bytes · __thiscall
_ZN26CMatchTitleGameSettingsMgr36ExtendGameSettingsForLobbyTransitionEP9KeyValuesS1_b
Decompiled
undefined (4 params)
/* CMatchTitleGameSettingsMgr::ExtendGameSettingsForLobbyTransition(KeyValues*, KeyValues*, bool) */
void __thiscall
CMatchTitleGameSettingsMgr::ExtendGameSettingsForLobbyTransition
(CMatchTitleGameSettingsMgr *this,KeyValues *param_1,KeyValues *param_2,bool param_3)
{
undefined4 uVar1;
KeyValues *this_00;
int iVar2;
KeyValues::SetString(param_2,"Game/state","lobby");
uVar1 = KeyValues::GetString(param_1,"Game/mode","coop");
this_00 = (KeyValues *)(**(code **)(*(int *)g_pMatchExtL4D + 0x10))(g_pMatchExtL4D,uVar1);
if (param_3) {
iVar2 = KeyValues::GetInt(this_00,"singlechapter",0);
if (iVar2 == 0) {
KeyValues::SetInt(param_2,"Game/chapter",1);
return;
}
}
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.