L L4D2node

CBaseGameStats_Driver::LevelInitPreEntity

0x00462fa0 · 399 bytes · __thiscall

_ZN21CBaseGameStats_Driver18LevelInitPreEntityEv

Decompiled

undefined (1 param)

/* CBaseGameStats_Driver::LevelInitPreEntity() */

void __thiscall CBaseGameStats_Driver::LevelInitPreEntity(CBaseGameStats_Driver *this)

{
  undefined *puVar1;
  undefined4 *puVar2;
  char cVar3;
  int iVar4;
  int iVar5;
  ulong local_18;
  int local_14;
  int local_10;
  
  this[0x130f] = (CBaseGameStats_Driver)0x1;
  this[0x1310] = (CBaseGameStats_Driver)0x0;
  iVar4 = _V_stricmp(&s_szPseudoUniqueID,"unknown");
  if (iVar4 == 0) {
    iVar4 = (**(code **)(*cvar + 0x30))(cvar,"hostip");
    iVar5 = (**(code **)(*cvar + 0x30))(cvar,"hostport");
    if ((iVar5 != 0) && (iVar4 != 0)) {
      local_14 = *(int *)(*(int *)(iVar4 + 0x1c) + 0x30);
      local_10 = *(int *)(*(int *)(iVar5 + 0x1c) + 0x30);
      if ((local_14 != 0) && (local_10 != 0)) {
        CRC32_Init(&local_18);
        CRC32_ProcessBuffer(&local_18,&local_14,8);
        CRC32_Final(&local_18);
        V_snprintf(&s_szPseudoUniqueID,0x14,"H:%x",local_18);
      }
    }
  }
  PossibleMapChange(this);
  puVar2 = gpGlobals;
  *(undefined4 *)(this + 0x1380) = 0;
  puVar1 = gamestats;
  *(undefined4 *)(this + 0x1318) = *puVar2;
  (**(code **)(*(int *)puVar1 + 0x1c))(puVar1);
  cVar3 = (*(code *)**(undefined4 **)gamestats)(gamestats);
  if (cVar3 != '\0') {
    cVar3 = (**(code **)(*(int *)gamestats + 0xb8))(gamestats);
    if (cVar3 != '\0') {
      (**(code **)(*(int *)gamestats + 0xa4))(gamestats,0);
    }
    cVar3 = (**(code **)(*(int *)gamestats + 0xcc))(gamestats);
    if (cVar3 != '\0') {
      (**(code **)(*(int *)gamestats + 0xa8))(gamestats);
      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)