L L4D2node

CCSGameRules::GetBlackMarketPriceList

0x00439110 · 143 bytes · __thiscall

_ZN12CCSGameRules23GetBlackMarketPriceListEv

Decompiled

undefined (1 param)

/* CCSGameRules::GetBlackMarketPriceList() */

int __thiscall CCSGameRules::GetBlackMarketPriceList(CCSGameRules *this)

{
  int *piVar1;
  int iVar2;
  undefined4 uVar3;
  undefined4 local_10;
  
  if (*(int *)(this + 0x2e0) == 0) {
    uVar3 = (**(code **)(*networkstringtable + 0x10))(networkstringtable,"BlackMarketTable");
    *(undefined4 *)(this + 0x2e0) = uVar3;
  }
  iVar2 = *(int *)(this + 0x2e4);
  if (iVar2 == 0) {
    piVar1 = *(int **)(this + 0x2e0);
    local_10 = 0;
    if (piVar1 != (int *)0x0) {
      iVar2 = (**(code **)(*piVar1 + 0x10))(piVar1);
      if (0 < iVar2) {
        iVar2 = (**(code **)(*piVar1 + 0x30))(piVar1,0,&local_10);
        *(int *)(this + 0x2e4) = iVar2;
        return iVar2;
      }
      iVar2 = *(int *)(this + 0x2e4);
    }
  }
  return iVar2;
}

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)