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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.