L L4D2node

CChangeChapterIssue::GetDetailsString

0x00a04a50 · 132 bytes · __thiscall

_ZN19CChangeChapterIssue16GetDetailsStringEv

Decompiled

undefined (1 param)

/* CChangeChapterIssue::GetDetailsString() */

CChangeChapterIssue * __thiscall CChangeChapterIssue::GetDetailsString(CChangeChapterIssue *this)

{
  int *piVar1;
  int iVar2;
  KeyValues *this_00;
  CChangeChapterIssue *pCVar3;
  
  piVar1 = (int *)(**(code **)(*g_pMatchFramework + 0x28))(g_pMatchFramework);
  iVar2 = (**(code **)(*piVar1 + 4))(piVar1,0);
  pCVar3 = this + 0x44;
                    /* try { // try from 00a04a98 to 00a04ab6 has its CatchHandler @ 00a04ad4 */
  this_00 = (KeyValues *)(**(code **)(*g_pMatchExtL4D + 0xc))(g_pMatchExtL4D,iVar2,pCVar3,0);
  if (this_00 != (KeyValues *)0x0) {
    pCVar3 = (CChangeChapterIssue *)KeyValues::GetString(this_00,"DisplayName","");
  }
  if (iVar2 != 0) {
    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)