L L4D2node

MissingSceneWarning

0x00812210 · 198 bytes · __cdecl

_Z19MissingSceneWarningPKc

Decompiled

undefined (1 param)

/* MissingSceneWarning(char const*) */

void MissingSceneWarning(char *param_1)

{
  int iVar1;
  char *pcVar2;
  char local_2c [30];
  short local_e [3];
  
  if (MissingSceneWarning(char_const*)::missing == '\0') {
    iVar1 = __cxa_guard_acquire(&MissingSceneWarning(char_const*)::missing);
    if (iVar1 != 0) {
                    /* try { // try from 0081227f to 00812283 has its CatchHandler @ 008122df */
      CUtlSymbolTable::CUtlSymbolTable
                ((CUtlSymbolTable *)MissingSceneWarning(char_const*)::missing,0,0x10,false);
      __cxa_guard_release(&MissingSceneWarning(char_const*)::missing);
      __cxa_atexit(CUtlSymbolTable::~CUtlSymbolTable,MissingSceneWarning(char_const*)::missing,
                   &__dso_handle);
    }
  }
  CUtlSymbolTable::Find((char *)local_e);
  if (local_e[0] != -1) {
    return;
  }
  pcVar2 = param_1;
  CUtlSymbolTable::AddString(local_2c);
  Warning("Scene \'%s\' missing!\n",param_1,pcVar2);
  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)