L L4D2node

CMatchTitle::DescribeTitleLeaderboard

0x0003d840 · 329 bytes · __thiscall

_ZN11CMatchTitle24DescribeTitleLeaderboardEPKc

Decompiled

undefined (2 params)

/* CMatchTitle::DescribeTitleLeaderboard(char const*) */

KeyValues * __thiscall CMatchTitle::DescribeTitleLeaderboard(CMatchTitle *this,char *param_1)

{
  int iVar1;
  KeyValues *pKVar2;
  
  iVar1 = StringAfterPrefix(param_1,"survival_");
  if (iVar1 == 0) {
    iVar1 = StringAfterPrefix(param_1,"_blog_");
    if (iVar1 != 0) {
      pKVar2 = (KeyValues *)
               KeyValues::FromString("SteamLeaderboard"," :score voteoption ",(char **)0x0);
      KeyValues::SetInt(pKVar2,":sort",2);
      KeyValues::SetInt(pKVar2,":format",1);
      KeyValues::SetInt(pKVar2,":upload",1);
      KeyValues::SetInt(pKVar2,":nocreate",1);
      KeyValues::SetInt(pKVar2,":nocache",1);
      return pKVar2;
    }
    pKVar2 = (KeyValues *)0x0;
  }
  else {
    pKVar2 = (KeyValues *)KeyValues::FromString("SteamLeaderboard"," :score besttime ",(char **)0x0)
    ;
    KeyValues::SetInt(pKVar2,":sort",2);
    KeyValues::SetInt(pKVar2,":format",3);
    KeyValues::SetInt(pKVar2,":upload",1);
  }
  return pKVar2;
}

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)