CServerGameDLL::GetMatchmakingGameData
0x006c5040 · 447 bytes · __thiscall
_ZN14CServerGameDLL22GetMatchmakingGameDataEPcj
Decompiled
undefined (3 params)
/* CServerGameDLL::GetMatchmakingGameData(char*, unsigned int) */
void __thiscall
CServerGameDLL::GetMatchmakingGameData(CServerGameDLL *this,char *param_1,uint param_2)
{
char cVar1;
size_t sVar2;
int iVar3;
KeyValues *pKVar4;
char *pcVar5;
undefined4 uVar6;
char *__s;
uint local_20;
V_snprintf(param_1,param_2,"g:l4d2,");
sVar2 = strlen(param_1);
local_20 = param_2 - sVar2;
__s = param_1 + sVar2;
if ((GetMatchmakingGameData(char*,unsigned_int)::sv_gametypes == '\0') &&
(iVar3 = __cxa_guard_acquire(&GetMatchmakingGameData(char*,unsigned_int)::sv_gametypes),
iVar3 != 0)) {
/* try { // try from 006c51ff to 006c5203 has its CatchHandler @ 006c5215 */
ConVarRef::ConVarRef
((ConVarRef *)&GetMatchmakingGameData(char*,unsigned_int)::sv_gametypes,"sv_gametypes"
);
__cxa_guard_release(&GetMatchmakingGameData(char*,unsigned_int)::sv_gametypes);
}
cVar1 = ConVarRef::IsValid((ConVarRef *)&GetMatchmakingGameData(char*,unsigned_int)::sv_gametypes)
;
if ((cVar1 != '\0') &&
(**(char **)(GetMatchmakingGameData(char*,unsigned_int)::sv_gametypes._4_4_ + 0x24) != '\0')) {
V_snprintf(__s,local_20,"%s,",
*(char **)(GetMatchmakingGameData(char*,unsigned_int)::sv_gametypes._4_4_ + 0x24));
sVar2 = strlen(__s);
local_20 = local_20 - sVar2;
__s = __s + sVar2;
}
pKVar4 = (KeyValues *)(**(code **)*g_pMatchExtL4D)(g_pMatchExtL4D);
if (pKVar4 == (KeyValues *)0x0) {
LAB_006c5170:
if (param_1 < __s) {
__s[-1] = '\0';
}
return;
}
pKVar4 = (KeyValues *)KeyValues::GetFirstTrueSubKey(pKVar4);
joined_r0x006c50d6:
if (pKVar4 != (KeyValues *)0x0) {
do {
iVar3 = KeyValues::GetInt(pKVar4,"BuiltIn",0);
if (iVar3 == 0) {
pcVar5 = (char *)KeyValues::GetString(pKVar4,"CfgTag","");
sVar2 = strlen(pcVar5);
if (local_20 <= sVar2 + 1) goto code_r0x006c513a;
V_strncpy(__s,pcVar5,sVar2 + 1);
pcVar5 = __s + sVar2;
__s = pcVar5 + 1;
*pcVar5 = ',';
local_20 = (local_20 - sVar2) - 1;
}
pKVar4 = (KeyValues *)KeyValues::GetNextTrueSubKey(pKVar4);
if (pKVar4 == (KeyValues *)0x0) break;
} while( true );
}
goto LAB_006c5170;
code_r0x006c513a:
uVar6 = KeyValues::GetString(pKVar4,"Name","");
Warning("GameData: Too many missions installed, not advertising for mission \"%s\"\n",uVar6);
pKVar4 = (KeyValues *)KeyValues::GetNextTrueSubKey(pKVar4);
goto joined_r0x006c50d6;
}
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.