L L4D2node

TransferModeInformationToInfo

0x00039150 · 197 bytes · __regparm3

_ZL29TransferModeInformationToInfoPKcP9KeyValuesS2_.isra.1

Decompiled

undefined (3 params)

/* TransferModeInformationToInfo(char const*, KeyValues*, KeyValues*) [clone .isra.1] */

void __regparm3 TransferModeInformationToInfo(char *param_1,KeyValues *param_2,KeyValues *param_3)

{
  KeyValues *this;
  char *pcVar1;
  undefined4 uVar2;
  int iVar3;
  
  if (param_2 != (KeyValues *)0x0) {
    this = (KeyValues *)(**(code **)(*(int *)g_pMatchExtL4D + 0x10))(g_pMatchExtL4D,param_1);
    pcVar1 = (char *)KeyValues::GetString(this,"DisplayTitle","");
    KeyValues::SetString(param_2,"DisplayTitle",pcVar1);
    uVar2 = KeyValues::GetUint64((char *)this,0xafd0a);
    KeyValues::SetUint64((char *)param_2,CONCAT44(uVar2,"workshopid"));
    iVar3 = KeyValues::GetInt(this,"addon",0);
    KeyValues::SetInt(param_2,"addon",(uint)(iVar3 != 0));
  }
  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)