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 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.