L L4D2node

ValidateMpGameMode

0x00504000 · 962 bytes · __cdecl

_ZL18ValidateMpGameModeP7IConVarPKcf

Decompiled

undefined (3 params)

/* ValidateMpGameMode(IConVar*, char const*, float) */

void ValidateMpGameMode(IConVar *param_1,char *param_2,float param_3)

{
  char *pcVar1;
  int iVar2;
  KeyValues *pKVar3;
  char *pcVar4;
  KeyValues *pKVar5;
  char *pcVar6;
  char *pcVar7;
  int in_GS_OFFSET;
  undefined4 *local_48;
  int local_44;
  char local_40 [32];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  ConVarRef::ConVarRef((ConVarRef *)&local_48,param_1);
  pcVar1 = *(char **)(local_44 + 0x24);
  if (ValidateMpGameMode(IConVar*,char_const*,float)::bSelfChanging == '\0') {
    ValidateMpGameMode(IConVar*,char_const*,float)::bSelfChanging = 1;
    iVar2 = (**(code **)(*g_pMatchExtL4D + 0x10))(g_pMatchExtL4D,pcVar1);
    if (iVar2 == 0) {
      Msg("Invalid mp_gamemode value \'%s\', keeping old value \'%s\'.\n",pcVar1,param_2);
      (**(code **)*local_48)(local_48,param_2);
    }
    else {
      iVar2 = _V_strlen(pcVar1);
      if (0x1f < iVar2) {
        Error("Game mode name too long for buffer size\n");
      }
      V_strncpy(local_40,pcVar1,0x20);
      _V_strlower(local_40);
      (**(code **)*local_48)(local_48,local_40);
      iVar2 = _V_stricmp(local_40,param_2);
      if ((iVar2 != 0) &&
         (pKVar3 = (KeyValues *)(**(code **)(*g_pMatchExtL4D + 0x10))(g_pMatchExtL4D,param_2),
         pKVar3 != (KeyValues *)0x0)) {
        pKVar5 = (KeyValues *)KeyValues::FindKey(pKVar3,"convar",false);
        if (pKVar5 != (KeyValues *)0x0) {
          for (pKVar5 = (KeyValues *)KeyValues::GetFirstValue(pKVar5); pKVar5 != (KeyValues *)0x0;
              pKVar5 = (KeyValues *)KeyValues::GetNextValue(pKVar5)) {
            pcVar4 = (char *)KeyValues::GetName(pKVar5);
            RevertGameModeConvar(param_2,pcVar4);
          }
        }
        pcVar4 = (char *)KeyValues::GetString(pKVar3,"base",(char *)0x0);
        if ((((pcVar4 != (char *)0x0) && (param_2 != pcVar4)) &&
            (iVar2 = _V_stricmp(pcVar4,param_2), iVar2 != 0)) &&
           ((pKVar3 = (KeyValues *)(**(code **)(*g_pMatchExtL4D + 0x10))(g_pMatchExtL4D,pcVar4),
            pKVar3 != (KeyValues *)0x0 &&
            (pKVar3 = (KeyValues *)KeyValues::FindKey(pKVar3,"convar",false),
            pKVar3 != (KeyValues *)0x0)))) {
          for (pKVar3 = (KeyValues *)KeyValues::GetFirstValue(pKVar3); pKVar3 != (KeyValues *)0x0;
              pKVar3 = (KeyValues *)KeyValues::GetNextValue(pKVar3)) {
            pcVar6 = (char *)KeyValues::GetName(pKVar3);
            RevertGameModeConvar(pcVar4,pcVar6);
          }
        }
      }
      pKVar3 = (KeyValues *)(**(code **)(*g_pMatchExtL4D + 0x10))(g_pMatchExtL4D,pcVar1);
      if (pKVar3 != (KeyValues *)0x0) {
        pcVar4 = (char *)KeyValues::GetString(pKVar3,"base",(char *)0x0);
        if (((pcVar4 != (char *)0x0) && (pcVar4 != pcVar1)) &&
           ((iVar2 = _V_stricmp(pcVar4,pcVar1), iVar2 != 0 &&
            ((pKVar5 = (KeyValues *)(**(code **)(*g_pMatchExtL4D + 0x10))(g_pMatchExtL4D,pcVar4),
             pKVar5 != (KeyValues *)0x0 &&
             (pKVar5 = (KeyValues *)KeyValues::FindKey(pKVar5,"convar",false),
             pKVar5 != (KeyValues *)0x0)))))) {
          for (pKVar5 = (KeyValues *)KeyValues::GetFirstValue(pKVar5); pKVar5 != (KeyValues *)0x0;
              pKVar5 = (KeyValues *)KeyValues::GetNextValue(pKVar5)) {
            pcVar6 = (char *)KeyValues::GetString(pKVar5,(char *)0x0,"");
            pcVar7 = (char *)KeyValues::GetName(pKVar5);
            iVar2 = StringAfterPrefix(pcVar7,"360_");
            if (iVar2 == 0) {
              SetGameModeConvar(pcVar4,pcVar7,pcVar6);
            }
          }
        }
        pKVar3 = (KeyValues *)KeyValues::FindKey(pKVar3,"convar",false);
        if (pKVar3 != (KeyValues *)0x0) {
          for (pKVar3 = (KeyValues *)KeyValues::GetFirstValue(pKVar3); pKVar3 != (KeyValues *)0x0;
              pKVar3 = (KeyValues *)KeyValues::GetNextValue(pKVar3)) {
            pcVar4 = (char *)KeyValues::GetString(pKVar3,(char *)0x0,"");
            pcVar6 = (char *)KeyValues::GetName(pKVar3);
            iVar2 = StringAfterPrefix(pcVar6,"360_");
            if (iVar2 == 0) {
              SetGameModeConvar(pcVar1,pcVar6,pcVar4);
            }
          }
        }
      }
    }
    ValidateMpGameMode(IConVar*,char_const*,float)::bSelfChanging = '\0';
  }
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)