CRestartGameIssue::GetDisplayString
0x00a04b40 · 44 bytes · __cdecl
_ZN17CRestartGameIssue16GetDisplayStringEv
Decompiled
undefined (0 params)
/* CRestartGameIssue::GetDisplayString() */
char * CRestartGameIssue::GetDisplayString(void)
{
char cVar1;
char *pcVar2;
cVar1 = CTerrorGameRules::IsVersusMode();
pcVar2 = "#L4D_vote_versus_level_restart";
if (cVar1 == '\0') {
cVar1 = CTerrorGameRules::IsSurvivalMode();
pcVar2 = "#L4D_vote_restart_chapter";
if (cVar1 == '\0') {
pcVar2 = "#L4D_vote_restart_game";
}
}
return pcVar2;
}
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.