L L4D2node

CRestartGameIssue::CanCallVote

0x00a056b0 · 101 bytes · __thiscall

_ZN17CRestartGameIssue11CanCallVoteEiPKcPc

Decompiled

undefined (4 params)

/* CRestartGameIssue::CanCallVote(int, char const*, char*) */

uint __thiscall
CRestartGameIssue::CanCallVote(CRestartGameIssue *this,int param_1,char *param_2,char *param_3)

{
  uint uVar1;
  
  uVar1 = CBaseTerrorIssue::CanCallVote((CBaseTerrorIssue *)this,param_1,param_2,param_3);
  if ((char)uVar1 != '\0') {
    if (*(int *)(sv_vote_issue_restart_game_allowed._28_4_ + 0x30) == 0) {
      V_strncpy(param_3,"Server has disabled that Issue.",0x60);
      return 0;
    }
    uVar1 = CTerrorGameRules::IsScavengeMode();
    uVar1 = uVar1 ^ 1;
  }
  return uVar1;
}

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)