L L4D2node

CRestartGameIssue::ExecuteCommand

0x00a04e00 · 166 bytes · __cdecl

_ZN17CRestartGameIssue14ExecuteCommandEv

Decompiled

undefined (0 params)

/* CRestartGameIssue::ExecuteCommand() */

void CRestartGameIssue::ExecuteCommand(void)

{
  char cVar1;
  KeyValues *this;
  char *pcVar2;
  
  cVar1 = CTerrorGameRules::IsSurvivalMode();
  if (cVar1 != '\0') {
    CDirectorSurvivalMode::VoteRestartSurvivalRound();
    return;
  }
  cVar1 = CTerrorGameRules::IsVersusMode();
  if (cVar1 == '\0') {
    pcVar2 = *(char **)(gpGlobals + 0x3c);
    if (pcVar2 == (char *)0x0) {
      pcVar2 = "";
    }
    cVar1 = CTerrorGameRules::IsSingleChapterMode();
    if (cVar1 == '\0') {
      this = (KeyValues *)CTerrorGameRules::GetMissionFirstMap((KeyValues **)0x0);
      if (this != (KeyValues *)0x0) {
        pcVar2 = (char *)KeyValues::GetString(this,"map",pcVar2);
      }
    }
    CDirector::RestartScenarioFromVote(TheDirector,pcVar2);
    return;
  }
  CDirectorVersusMode::VoteRestartVersusLevel(*(CDirectorVersusMode **)(TheDirector + 0x63c));
  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)