L L4D2node

CChangeMissionIssue::GetDetailsString

0x00a04970 · 195 bytes · __thiscall

_ZN19CChangeMissionIssue16GetDetailsStringEv

Decompiled

undefined (1 param)

/* CChangeMissionIssue::GetDetailsString() */

CChangeMissionIssue * __thiscall CChangeMissionIssue::GetDetailsString(CChangeMissionIssue *this)

{
  int *piVar1;
  KeyValues *this_00;
  int iVar2;
  CChangeMissionIssue *pCVar3;
  KeyValues *local_10;
  
  piVar1 = (int *)(**(code **)(*g_pMatchFramework + 0x28))(g_pMatchFramework);
  this_00 = (KeyValues *)(**(code **)(*piVar1 + 4))(piVar1,0);
  if (this_00 == (KeyValues *)0x0) {
    return this + 0x44;
  }
  pCVar3 = this + 0x44;
                    /* try { // try from 00a049b4 to 00a04a0f has its CatchHandler @ 00a04a3a */
  KeyValues::SetString(this_00,"Game/campaign",(char *)pCVar3);
  KeyValues::SetInt(this_00,"Game/chapter",1);
  local_10 = (KeyValues *)0x0;
  iVar2 = (**(code **)(*g_pMatchExtL4D + 8))(g_pMatchExtL4D,this_00,&local_10);
  if (iVar2 != 0) {
    pCVar3 = (CChangeMissionIssue *)KeyValues::GetString(local_10,"DisplayTitle","");
  }
  KeyValues::deleteThis();
  return pCVar3;
}

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)