L L4D2node

CServerGameDLL::GetMatchmakingTags

0x006c6040 · 171 bytes · __thiscall

_ZN14CServerGameDLL18GetMatchmakingTagsEPcj

Decompiled

undefined (3 params)

/* CServerGameDLL::GetMatchmakingTags(char*, unsigned int) */

void __thiscall CServerGameDLL::GetMatchmakingTags(CServerGameDLL *this,char *param_1,uint param_2)

{
  KeyValues *this_00;
  char *pcVar1;
  code *pcVar2;
  
  if (g_pMatchExtL4D != (int *)0x0) {
    if ((mp_gamemode[0x15] & 0x10) == 0) {
      pcVar1 = *(char **)(mp_gamemode._28_4_ + 0x24);
      if (pcVar1 == (char *)0x0) {
        pcVar1 = "";
        pcVar2 = *(code **)(*g_pMatchExtL4D + 0x10);
      }
      else {
        pcVar2 = *(code **)(*g_pMatchExtL4D + 0x10);
      }
    }
    else {
      pcVar1 = "FCVAR_NEVER_AS_STRING";
      pcVar2 = *(code **)(*g_pMatchExtL4D + 0x10);
    }
    this_00 = (KeyValues *)(*pcVar2)(g_pMatchExtL4D,pcVar1);
    pcVar1 = (char *)KeyValues::GetString(this_00,"base",pcVar1);
    if ((pcVar1 != (char *)0x0) && (*pcVar1 != '\0')) goto LAB_006c60a7;
  }
  pcVar1 = "FCVAR_NEVER_AS_STRING";
  if ((mp_gamemode[0x15] & 0x10) == 0) {
    pcVar1 = "";
    if (*(char **)(mp_gamemode._28_4_ + 0x24) != (char *)0x0) {
      pcVar1 = *(char **)(mp_gamemode._28_4_ + 0x24);
    }
  }
LAB_006c60a7:
  V_strncpy(param_1,pcVar1,param_2);
  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)