L L4D2node

CDirectorItemManager::GetMapRevisitPopulationInfo

0x008a49c0 · 106 bytes · __thiscall

_ZN20CDirectorItemManager27GetMapRevisitPopulationInfoEPKc

Decompiled

undefined (2 params)

/* CDirectorItemManager::GetMapRevisitPopulationInfo(char const*) */

int __thiscall
CDirectorItemManager::GetMapRevisitPopulationInfo(CDirectorItemManager *this,char *param_1)

{
  int iVar1;
  int iVar2;
  int iVar3;
  
  iVar3 = 0;
  iVar2 = 0;
  if (0 < *(int *)(this + 0x414)) {
    do {
      iVar1 = V_strnicmp((char *)(*(int *)(this + 0x408) + iVar2),param_1,0x80);
      if (iVar1 == 0) {
        return *(int *)(this + 0x408) + iVar2;
      }
      iVar3 = iVar3 + 1;
      iVar2 = iVar2 + 0x94;
    } while (iVar3 < *(int *)(this + 0x414));
  }
  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)