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 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.