L L4D2node

CChangeChapterIssue::CanCallVote

0x00a05890 · 233 bytes · __thiscall

_ZN19CChangeChapterIssue11CanCallVoteEiPKcPc

Decompiled

undefined (4 params)

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

undefined4 __thiscall
CChangeChapterIssue::CanCallVote(CChangeChapterIssue *this,int param_1,char *param_2,char *param_3)

{
  char cVar1;
  int *piVar2;
  int iVar3;
  int iVar4;
  undefined4 uVar5;
  
  cVar1 = CBaseTerrorIssue::CanCallVote((CBaseTerrorIssue *)this,param_1,param_2,param_3);
  if ((cVar1 == '\0') ||
     (((cVar1 = CTerrorGameRules::IsSurvivalMode(), cVar1 == '\0' &&
       (cVar1 = CTerrorGameRules::IsScavengeMode(), cVar1 == '\0')) ||
      (uVar5 = CBaseTerrorIssue::CanCallVote((CBaseTerrorIssue *)this,param_1,param_2,param_3),
      (char)uVar5 == '\0')))) {
    uVar5 = 0;
  }
  else {
    piVar2 = (int *)(**(code **)(*g_pMatchFramework + 0x28))(g_pMatchFramework);
    iVar3 = (**(code **)(*piVar2 + 4))(piVar2,0);
                    /* try { // try from 00a05932 to 00a05934 has its CatchHandler @ 00a05987 */
    iVar4 = (**(code **)(*g_pMatchExtL4D + 0xc))(g_pMatchExtL4D,iVar3,param_2,0);
    if (iVar4 == 0) {
                    /* try { // try from 00a0597e to 00a05982 has its CatchHandler @ 00a05987 */
      V_strncpy(param_3,"Not a valid chapter context.",0x60);
      uVar5 = 0;
    }
    if (iVar3 != 0) {
      KeyValues::deleteThis();
    }
  }
  return uVar5;
}

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)