L L4D2node

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 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)