L L4D2node

CDirector::GetGameModeBase

0x00871b10 · 94 bytes · __cdecl

_ZN9CDirector15GetGameModeBaseEv

Decompiled

undefined (0 params)

/* CDirector::GetGameModeBase() */

char * CDirector::GetGameModeBase(void)

{
  KeyValues *this;
  char *pcVar1;
  
  pcVar1 = "FCVAR_NEVER_AS_STRING";
  if (((mp_gamemode[0x15] & 0x10) == 0) &&
     (pcVar1 = *(char **)(mp_gamemode._28_4_ + 0x24), pcVar1 == (char *)0x0)) {
    pcVar1 = "";
  }
  this = (KeyValues *)(**(code **)(*g_pMatchExtL4D + 0x10))(g_pMatchExtL4D,pcVar1);
  if (this != (KeyValues *)0x0) {
    pcVar1 = (char *)KeyValues::GetString(this,"base","");
  }
  return pcVar1;
}

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)