L L4D2node

ComputeMembersDlcMaskFromSettings

0x00039760 · 238 bytes · __cdecl

_Z33ComputeMembersDlcMaskFromSettingsP9KeyValues

Decompiled

undefined (1 param)

/* ComputeMembersDlcMaskFromSettings(KeyValues*) */

ulonglong ComputeMembersDlcMaskFromSettings(KeyValues *param_1)

{
  ulonglong uVar1;
  int iVar2;
  int iVar3;
  int in_GS_OFFSET;
  ulonglong uVar4;
  ulonglong uVar5;
  undefined4 uVar6;
  CFmtStrN<256> local_12c [5];
  undefined1 local_127 [263];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  uVar6 = 0;
  uVar4 = KeyValues::GetUint64((char *)param_1,0xb0b7e);
  iVar2 = KeyValues::GetInt(param_1,"members/numMachines",0);
  uVar1 = uVar4;
  if ((1 < iVar2) && (uVar4 != 0)) {
    iVar3 = 1;
    do {
      CFmtStrN<256>::CFmtStrN(local_12c,"members/machine%d/dlcmask",iVar3,uVar6);
      uVar6 = 0;
      uVar5 = KeyValues::GetUint64((char *)param_1,ZEXT48(local_127));
      uVar1 = uVar5 & uVar4;
      uVar4 = uVar4 & uVar5;
      if (iVar2 <= iVar3 + 1) break;
      iVar3 = iVar3 + 1;
    } while (uVar1 != 0);
  }
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return uVar1;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)