L L4D2node

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 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)