L L4D2node

CServerGameDLL::BuildAdjacentMapList

0x006c52e0 · 47 bytes · __cdecl

_ZN14CServerGameDLL20BuildAdjacentMapListEv

Decompiled

undefined (0 params)

/* CServerGameDLL::BuildAdjacentMapList() */

void CServerGameDLL::BuildAdjacentMapList(void)

{
  int iVar1;
  undefined4 uVar2;
  
  iVar1 = *(int *)(gpGlobals + 0x2c);
  if (iVar1 != 0) {
    uVar2 = BuildChangeList((levellist_t *)(iVar1 + 0x1c),0x10);
    *(undefined4 *)(iVar1 + 0x18) = uVar2;
  }
  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)