L L4D2node

CBaseIssue::ListStandardMapNameCommand

0x00b41880 · 66 bytes · __cdecl

_ZN10CBaseIssue26ListStandardMapNameCommandEP11CBasePlayerPKc

Decompiled

undefined (2 params)

/* CBaseIssue::ListStandardMapNameCommand(CBasePlayer*, char const*) */

void CBaseIssue::ListStandardMapNameCommand(CBasePlayer *param_1,char *param_2)

{
  ClientPrint(param_1,2,"callvote %s1 *mapname*\n",param_2,(char *)0x0,(char *)0x0,(char *)0x0);
  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)