CChangeMissionIssue::CanCallVote
0x00a05730 · 308 bytes · __thiscall
_ZN19CChangeMissionIssue11CanCallVoteEiPKcPc
Decompiled
undefined (4 params)
/* CChangeMissionIssue::CanCallVote(int, char const*, char*) */
undefined4 __thiscall
CChangeMissionIssue::CanCallVote(CChangeMissionIssue *this,int param_1,char *param_2,char *param_3)
{
char cVar1;
undefined4 uVar2;
int *piVar3;
KeyValues *this_00;
int iVar4;
cVar1 = CBaseTerrorIssue::CanCallVote((CBaseTerrorIssue *)this,param_1,param_2,param_3);
if (((cVar1 != '\0') && (cVar1 = CTerrorGameRules::IsSurvivalMode(), cVar1 == '\0')) &&
(uVar2 = CTerrorGameRules::IsScavengeMode(), (char)uVar2 == '\0')) {
if (*(int *)(sv_vote_issue_change_mission_allowed._28_4_ + 0x30) == 0) {
V_strncpy(param_3,"Server has disabled that Issue.",0x60);
return uVar2;
}
uVar2 = CBaseTerrorIssue::CanCallVote((CBaseTerrorIssue *)this,param_1,param_2,param_3);
if ((char)uVar2 != '\0') {
piVar3 = (int *)(**(code **)(*g_pMatchFramework + 0x28))(g_pMatchFramework);
this_00 = (KeyValues *)(**(code **)(*piVar3 + 4))(piVar3,0);
if (this_00 != (KeyValues *)0x0) {
/* try { // try from 00a057e5 to 00a0581a has its CatchHandler @ 00a0586f */
KeyValues::SetString(this_00,"Game/campaign",param_2);
KeyValues::SetInt(this_00,"Game/chapter",1);
iVar4 = (**(code **)(*g_pMatchExtL4D + 8))(g_pMatchExtL4D,this_00,0);
if (iVar4 == 0) {
/* try { // try from 00a05866 to 00a0586a has its CatchHandler @ 00a0586f */
V_strncpy(param_3,"Not a valid mission.",0x60);
uVar2 = 0;
}
KeyValues::deleteThis();
return uVar2;
}
}
}
return 0;
}
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.