L L4D2node

CBaseGameStats_Driver::PossibleMapChange

0x00462e60 · 278 bytes · __thiscall

_ZN21CBaseGameStats_Driver17PossibleMapChangeEv

Decompiled

undefined (1 param)

/* CBaseGameStats_Driver::PossibleMapChange() */

void __thiscall CBaseGameStats_Driver::PossibleMapChange(CBaseGameStats_Driver *this)

{
  CUtlString *this_00;
  code *pcVar1;
  char cVar2;
  char *pcVar3;
  char *pcVar4;
  int iVar5;
  undefined4 uVar6;
  undefined1 *puVar7;
  CUtlString local_2c [28];
  
  pcVar3 = *(char **)(gpGlobals + 0x3c);
  if (pcVar3 == (char *)0x0) {
    pcVar3 = "";
  }
  this_00 = (CUtlString *)(this + 0x12e8);
  pcVar4 = (char *)CUtlString::Get(this_00);
  iVar5 = _V_stricmp(pcVar4,pcVar3);
  if (iVar5 == 0) {
    return;
  }
  CUtlString::CUtlString(local_2c,this_00);
  pcVar3 = "";
  if (*(char **)(gpGlobals + 0x3c) != (char *)0x0) {
    pcVar3 = *(char **)(gpGlobals + 0x3c);
  }
                    /* try { // try from 00462ed3 to 00462f6d has its CatchHandler @ 00462f80 */
  CUtlString::operator=(this_00,pcVar3);
  pcVar1 = *(code **)(*(int *)gamestats + 0x18);
  puVar7 = &DAT_00d539c2;
  if (*(undefined1 **)(gpGlobals + 0x3c) != (undefined1 *)0x0) {
    puVar7 = *(undefined1 **)(gpGlobals + 0x3c);
  }
  uVar6 = CUtlString::Get(local_2c);
  (*pcVar1)(gamestats,uVar6,puVar7);
  cVar2 = (*(code *)**(undefined4 **)gamestats)(gamestats);
  if (cVar2 != '\0') {
    cVar2 = (**(code **)(*(int *)gamestats + 0xb4))(gamestats);
    if (cVar2 != '\0') {
      (**(code **)(*(int *)gamestats + 0xa4))(gamestats,0);
    }
    cVar2 = (**(code **)(*(int *)gamestats + 200))(gamestats);
    if (cVar2 != '\0') {
      (**(code **)(*(int *)gamestats + 0xa8))(gamestats);
    }
  }
  CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)local_2c);
  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)