L L4D2node

CMultiplayRules::CMultiplayRules

0x0046faf0 · 386 bytes · __thiscall

_ZN15CMultiplayRulesC1Ev

Decompiled

undefined (1 param)

/* WARNING: Removing unreachable block (ram,0x0046fb99) */
/* CMultiplayRules::CMultiplayRules() */

void __thiscall CMultiplayRules::CMultiplayRules(CMultiplayRules *this)

{
  char cVar1;
  char *pcVar2;
  int in_GS_OFFSET;
  undefined1 *puVar3;
  char local_110 [256];
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  CGameRules::CGameRules((CGameRules *)this);
  *(undefined ***)this = &PTR_Name_00c17028;
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined4 *)(this + 0x14) = 0;
  *(undefined4 *)(this + 0x18) = 0;
  *(undefined4 *)(this + 0x1c) = 0;
  *(undefined4 *)(this + 0x24) = 0;
  *(undefined4 *)(this + 0x28) = 0;
  *(undefined4 *)(this + 0x2c) = 0;
  *(undefined4 *)(this + 0x30) = 0;
  *(undefined4 *)(this + 0x34) = 0;
                    /* try { // try from 0046fb68 to 0046fc7c has its CatchHandler @ 0046fc87 */
  CGameRules::RefreshSkillData((CGameRules *)this,true);
  cVar1 = (**(code **)(*engine + 8))(engine);
  pcVar2 = "FCVAR_NEVER_AS_STRING";
  if (cVar1 == '\0') {
    if ((lservercfgfile[0x15] & 0x10) == 0) {
      pcVar2 = "";
      if (*(char **)(lservercfgfile._28_4_ + 0x24) != (char *)0x0) {
        pcVar2 = *(char **)(lservercfgfile._28_4_ + 0x24);
      }
      if (*pcVar2 == '\0') goto LAB_0046fba0;
    }
    Msg("Executing listen server config file\n");
  }
  else {
    if ((servercfgfile[0x15] & 0x10) == 0) {
      pcVar2 = "";
      if (*(char **)(servercfgfile._28_4_ + 0x24) != (char *)0x0) {
        pcVar2 = *(char **)(servercfgfile._28_4_ + 0x24);
      }
      if (*pcVar2 == '\0') goto LAB_0046fba0;
    }
    Msg("Executing dedicated server config file\n");
  }
  V_snprintf(local_110,0x100,"exec %s\n",pcVar2);
  (**(code **)(*engine + 0x94))(engine,local_110);
LAB_0046fba0:
  puVar3 = &DAT_00d539c2;
  ConVar::SetValue(nextlevel);
  LoadVoiceCommandScript(this);
  if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail(this,puVar3);
}

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)