L L4D2node

CGameRules::SetSkillLevel

0x00439d10 · 63 bytes · __thiscall

_ZN10CGameRules13SetSkillLevelEi

Decompiled

undefined (2 params)

/* CGameRules::SetSkillLevel(int) */

void __thiscall CGameRules::SetSkillLevel(CGameRules *this,int param_1)

{
  int iVar1;
  bool bVar2;
  
  iVar1 = 1;
  if ((0 < param_1) && (iVar1 = 3, param_1 < 4)) {
    iVar1 = param_1;
  }
  bVar2 = iVar1 != g_iSkillLevel;
  g_iSkillLevel = iVar1;
  if (bVar2) {
                    /* WARNING: Could not recover jumptable at 0x00439d4a. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(*(int *)this + 0xc0))();
    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)