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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.