L L4D2node

CBaseGameStats::Event_MapChange

0x00461d00 · 16 bytes · __cdecl

_ZN14CBaseGameStats15Event_MapChangeEPKcS1_

Decompiled

undefined (2 params)

/* CBaseGameStats::Event_MapChange(char const*, char const*) */

void CBaseGameStats::Event_MapChange(char *param_1,char *param_2)

{
  StatsLog((CBaseGameStats *)param_1,"CBaseGameStats::Event_MapChange to [%s]\n");
  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)