L L4D2node

CVoteController::ListIssues

0x00b414e0 · 203 bytes · __thiscall

_ZN15CVoteController10ListIssuesEP11CBasePlayer

Decompiled

undefined (2 params)

/* CVoteController::ListIssues(CBasePlayer*) */

void __thiscall CVoteController::ListIssues(CVoteController *this,CBasePlayer *param_1)

{
  int *piVar1;
  int iVar2;
  
  if (*(int *)(sv_allow_votes._28_4_ + 0x30) != 0) {
    iVar2 = 0;
    ClientPrint(param_1,2,"---Vote commands---\n",(char *)0x0,(char *)0x0,(char *)0x0,(char *)0x0);
    if (0 < *(int *)(this + 0x54c)) {
      do {
        piVar1 = *(int **)(*(int *)(this + 0x540) + iVar2 * 4);
        iVar2 = iVar2 + 1;
        (**(code **)(*piVar1 + 0x30))(piVar1,param_1);
      } while (iVar2 < *(int *)(this + 0x54c));
    }
    ClientPrint(param_1,2,"--- End Vote commands---\n",(char *)0x0,(char *)0x0,(char *)0x0,
                (char *)0x0);
    return;
  }
  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)