L L4D2node

MapCycleFileChangedCallback

0x006c4110 · 82 bytes · __cdecl

_Z27MapCycleFileChangedCallbackP7IConVarPKcf

Decompiled

undefined (3 params)

/* MapCycleFileChangedCallback(IConVar*, char const*, float) */

void MapCycleFileChangedCallback(IConVar *param_1,char *param_2,float param_3)

{
  char *pcVar1;
  int iVar2;
  
  pcVar1 = "FCVAR_NEVER_AS_STRING";
  if ((mapcyclefile[0x15] & 0x10) == 0) {
    pcVar1 = "";
    if (*(char **)(mapcyclefile._28_4_ + 0x24) != (char *)0x0) {
      pcVar1 = *(char **)(mapcyclefile._28_4_ + 0x24);
    }
  }
  iVar2 = _V_stricmp(param_2,pcVar1);
  if ((iVar2 != 0) && (g_pGameRules != (int *)0x0)) {
                    /* WARNING: Could not recover jumptable at 0x006c415e. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(*g_pGameRules + 0x204))();
    return;
  }
  return;
}

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)