L L4D2node

CTeamplayRoundBasedRules::CheckNextLevelCvar

0x004ca1e0 · 289 bytes · __thiscall

_ZN24CTeamplayRoundBasedRules18CheckNextLevelCvarEv

Decompiled

undefined (1 param)

/* CTeamplayRoundBasedRules::CheckNextLevelCvar() */

CTeamplayRoundBasedRules __thiscall
CTeamplayRoundBasedRules::CheckNextLevelCvar(CTeamplayRoundBasedRules *this)

{
  CTeamplayRoundBasedRules CVar1;
  int iVar2;
  int *piVar3;
  char *pcVar4;
  undefined1 *puVar5;
  
  CVar1 = this[0x268];
  if (CVar1 != (CTeamplayRoundBasedRules)0x0) {
    if ((nextlevel._20_4_ & 0x1000) == 0) {
      pcVar4 = "";
      if (*(char **)(nextlevel._28_4_ + 0x24) != (char *)0x0) {
        pcVar4 = *(char **)(nextlevel._28_4_ + 0x24);
      }
      if (*pcVar4 == '\0') {
        return (CTeamplayRoundBasedRules)0x0;
      }
    }
    if ((nextlevel._20_4_ & 0x1000) == 0) {
      puVar5 = &DAT_00d539c2;
      if (*(undefined1 **)(nextlevel._28_4_ + 0x24) != (undefined1 *)0x0) {
        puVar5 = *(undefined1 **)(nextlevel._28_4_ + 0x24);
      }
      iVar2 = (**(code **)(*engine + 4))(engine,puVar5);
    }
    else {
      iVar2 = (**(code **)(*engine + 4))(engine,"FCVAR_NEVER_AS_STRING");
    }
    if (iVar2 == 0) {
      return (CTeamplayRoundBasedRules)0x0;
    }
    piVar3 = (int *)(**(code **)(*gameeventmanager + 0x1c))
                              (gameeventmanager,"teamplay_game_over",0,0);
    if (piVar3 != (int *)0x0) {
      (**(code **)(*piVar3 + 0x3c))(piVar3,"reason","NextLevel CVAR");
      (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar3,0);
    }
    (**(code **)(*(int *)this + 0x248))(this);
  }
  return CVar1;
}

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)