L L4D2node

CL4DGameStats::HandleVotePassed

0x008e09e0 · 130 bytes · __thiscall

_ZN13CL4DGameStats16HandleVotePassedEPKc

Decompiled

undefined (2 params)

/* CL4DGameStats::HandleVotePassed(char const*) */

void __thiscall CL4DGameStats::HandleVotePassed(CL4DGameStats *this,char *param_1)

{
  int iVar1;
  undefined4 uVar2;
  
  if (param_1 == (char *)0x0) {
    return;
  }
  if ((param_1 == "#L4D_vote_passed_return_to_lobby") ||
     (iVar1 = _V_stricmp("#L4D_vote_passed_return_to_lobby",param_1), iVar1 == 0)) {
    uVar2 = 4;
  }
  else {
    if ((param_1 != "#L4D_vote_passed_mission_change") &&
       (iVar1 = _V_stricmp("#L4D_vote_passed_mission_change",param_1), iVar1 != 0)) {
      return;
    }
    uVar2 = 3;
  }
  CSteamWorksGameStatsUploader::SetExitStatus(steamGameStats,uVar2);
  this[0x70] = (CL4DGameStats)0x1;
  SpoofMapTransitionAndSendStats(this);
  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)