L L4D2node

CTerrorGameRules::GetSurvivalLeaderboardName

0x00506e60 · 120 bytes · __thiscall

_ZN16CTerrorGameRules26GetSurvivalLeaderboardNameEPci

Decompiled

undefined (3 params)

/* CTerrorGameRules::GetSurvivalLeaderboardName(char*, int) */

char * __thiscall
CTerrorGameRules::GetSurvivalLeaderboardName(CTerrorGameRules *this,char *param_1,int param_2)

{
  KeyValues *this_00;
  undefined4 uVar1;
  KeyValues *local_10;
  
  if ((param_2 != 0) && (param_1 != (char *)0x0)) {
    *param_1 = '\0';
    local_10 = (KeyValues *)0x0;
    this_00 = (KeyValues *)GetMissionCurrentMap(&local_10);
    if ((local_10 != (KeyValues *)0x0) && (this_00 != (KeyValues *)0x0)) {
      uVar1 = KeyValues::GetString(this_00,"map","");
      V_snprintf(param_1,param_2,"survival_%s",uVar1);
      return param_1;
    }
  }
  return (char *)0x0;
}

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)