L L4D2node

InfoChangelevel::IsValidChangelevel

0x008639c0 · 140 bytes · __thiscall

_ZNK15InfoChangelevel18IsValidChangelevelEv

Decompiled

undefined (1 param)

/* InfoChangelevel::IsValidChangelevel() const */

undefined4 __thiscall InfoChangelevel::IsValidChangelevel(InfoChangelevel *this)

{
  InfoChangelevel *pIVar1;
  int iVar2;
  InfoChangelevel *pIVar3;
  
  pIVar1 = this + 0x569;
  if ((pIVar1 != (InfoChangelevel *)&DAT_00d539c2) &&
     (iVar2 = _V_stricmp((char *)pIVar1,""), iVar2 != 0)) {
    pIVar3 = *(InfoChangelevel **)(gpGlobals + 0x3c);
    if (pIVar3 == (InfoChangelevel *)0x0) {
      pIVar3 = (InfoChangelevel *)&DAT_00d539c2;
    }
    else if (pIVar1 == pIVar3) {
      return 0;
    }
    iVar2 = _V_stricmp((char *)pIVar1,(char *)pIVar3);
    if (((iVar2 != 0) && (this + 0x589 != (InfoChangelevel *)&DAT_00d539c2)) &&
       (iVar2 = _V_stricmp((char *)(this + 0x589),""), iVar2 != 0)) {
      return 1;
    }
  }
  return 0;
}

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)