L L4D2node

CTerrorGameRules::GetNumChaptersForMissionAndMode

0x005097d0 · 209 bytes · __cdecl

_ZN16CTerrorGameRules31GetNumChaptersForMissionAndModeEv

Decompiled

undefined (0 params)

/* CTerrorGameRules::GetNumChaptersForMissionAndMode() */

int CTerrorGameRules::GetNumChaptersForMissionAndMode(void)

{
  KeyValues *pKVar1;
  int iVar2;
  char *pcVar3;
  int iVar4;
  int in_GS_OFFSET;
  CFmtStrN<256> local_11c [5];
  char local_117 [263];
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  iVar4 = 0;
  if (g_pMatchExtL4D != 0) {
    pKVar1 = (KeyValues *)GetMissionInfo();
    if (pKVar1 != (KeyValues *)0x0) {
      pcVar3 = "FCVAR_NEVER_AS_STRING";
      if ((mp_gamemode[0x15] & 0x10) == 0) {
        pcVar3 = "";
        if (*(char **)(mp_gamemode._28_4_ + 0x24) != (char *)0x0) {
          pcVar3 = *(char **)(mp_gamemode._28_4_ + 0x24);
        }
      }
      CFmtStrN<256>::CFmtStrN(local_11c,"Modes/%s",pcVar3);
      pKVar1 = (KeyValues *)KeyValues::FindKey(pKVar1,local_117,false);
      if (pKVar1 != (KeyValues *)0x0) {
        iVar2 = KeyValues::GetInt(pKVar1,"chapters",0);
        iVar4 = -1;
        if (0 < iVar2) {
          iVar4 = iVar2;
        }
        goto LAB_00509867;
      }
    }
    iVar4 = -1;
  }
LAB_00509867:
  if (local_10 != *(int *)(in_GS_OFFSET + 0x14)) {
                    /* WARNING: Subroutine does not return */
    __stack_chk_fail();
  }
  return iVar4;
}

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)