L L4D2node

CRestartGameIssue::ListIssueDetails

0x00a04d80 · 55 bytes · __thiscall

_ZN17CRestartGameIssue16ListIssueDetailsEP11CBasePlayer

Decompiled

undefined (2 params)

/* CRestartGameIssue::ListIssueDetails(CBasePlayer*) */

void __thiscall CRestartGameIssue::ListIssueDetails(CRestartGameIssue *this,CBasePlayer *param_1)

{
  char *pcVar1;
  
  if (*(int *)(sv_vote_issue_restart_game_allowed._28_4_ + 0x30) == 0) {
    return;
  }
  pcVar1 = (char *)CBaseIssue::GetTypeString((CBaseIssue *)this);
  CBaseIssue::ListStandardNoArgCommand(param_1,pcVar1);
  return;
}

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)