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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.