L L4D2node

CTerrorGameRules::GetMissionFirstMap

0x00506d20 · 154 bytes · __cdecl

_ZN16CTerrorGameRules18GetMissionFirstMapEPP9KeyValues

Decompiled

undefined (1 param)

/* CTerrorGameRules::GetMissionFirstMap(KeyValues**) */

int CTerrorGameRules::GetMissionFirstMap(KeyValues **param_1)

{
  int *piVar1;
  KeyValues *this;
  int iVar2;
  int iVar3;
  
  if (param_1 != (KeyValues **)0x0) {
    *param_1 = (KeyValues *)0x0;
  }
  piVar1 = (int *)(**(code **)(*g_pMatchFramework + 0x28))(g_pMatchFramework);
  this = (KeyValues *)(**(code **)(*piVar1 + 4))(piVar1,0);
  if (this == (KeyValues *)0x0) {
    iVar2 = 0;
  }
  else {
                    /* try { // try from 00506d6a to 00506d9f has its CatchHandler @ 00506dc4 */
    iVar2 = (**(code **)(*g_pMatchExtL4D + 8))(g_pMatchExtL4D,this,param_1);
    KeyValues::SetInt(this,"Game/chapter",1);
    iVar3 = (**(code **)(*g_pMatchExtL4D + 8))(g_pMatchExtL4D,this,0);
    if (iVar3 != 0) {
      iVar2 = iVar3;
    }
    KeyValues::deleteThis();
  }
  return iVar2;
}

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)