L L4D2node

CTerrorGameRules::GetMissionInfo

0x00506c30 · 98 bytes · __cdecl

_ZN16CTerrorGameRules14GetMissionInfoEv

Decompiled

undefined (0 params)

/* CTerrorGameRules::GetMissionInfo() */

undefined4 CTerrorGameRules::GetMissionInfo(void)

{
  int *piVar1;
  int iVar2;
  undefined4 uVar3;
  undefined4 local_10;
  
  piVar1 = (int *)(**(code **)(*g_pMatchFramework + 0x28))(g_pMatchFramework);
  iVar2 = (**(code **)(*piVar1 + 4))(piVar1,0);
  if (iVar2 == 0) {
    uVar3 = 0;
  }
  else {
    local_10 = 0;
                    /* try { // try from 00506c77 to 00506c79 has its CatchHandler @ 00506c94 */
    (**(code **)(*g_pMatchExtL4D + 8))(g_pMatchExtL4D,iVar2,&local_10);
    uVar3 = local_10;
    KeyValues::deleteThis();
  }
  return uVar3;
}

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)