L L4D2node

CTerrorGameRules::GetMissionCurrentMap

0x00506de0 · 102 bytes · __cdecl

_ZN16CTerrorGameRules20GetMissionCurrentMapEPP9KeyValues

Decompiled

undefined (1 param)

/* CTerrorGameRules::GetMissionCurrentMap(KeyValues**) */

undefined4 CTerrorGameRules::GetMissionCurrentMap(KeyValues **param_1)

{
  int *piVar1;
  int iVar2;
  undefined4 uVar3;
  
  if (param_1 != (KeyValues **)0x0) {
    *param_1 = (KeyValues *)0x0;
  }
  piVar1 = (int *)(**(code **)(*g_pMatchFramework + 0x28))(g_pMatchFramework);
  iVar2 = (**(code **)(*piVar1 + 4))(piVar1,0);
  if (iVar2 == 0) {
    uVar3 = 0;
  }
  else {
                    /* try { // try from 00506e2a to 00506e2c has its CatchHandler @ 00506e4c */
    uVar3 = (**(code **)(*g_pMatchExtL4D + 8))(g_pMatchExtL4D,iVar2,param_1);
    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)