L L4D2node

CTerrorGameRules::IsL4D1Campaign

0x005070d0 · 121 bytes · __cdecl

_ZN16CTerrorGameRules14IsL4D1CampaignEPi

Decompiled

undefined (1 param)

/* CTerrorGameRules::IsL4D1Campaign(int*) */

undefined4 CTerrorGameRules::IsL4D1Campaign(int *param_1)

{
  KeyValues *this;
  char *pcVar1;
  long lVar2;
  
  this = (KeyValues *)GetMissionInfo();
  if (this != (KeyValues *)0x0) {
    pcVar1 = (char *)KeyValues::GetString(this,"name","");
    pcVar1 = (char *)StringAfterPrefix(pcVar1,"L4D2C");
    if (pcVar1 != (char *)0x0) {
      lVar2 = strtol(pcVar1,(char **)0x0,10);
      if (lVar2 - 8U < 5) {
        if (param_1 != (int *)0x0) {
          *param_1 = lVar2;
          return 1;
        }
        return 1;
      }
    }
  }
  return 0;
}

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)