L L4D2node

CVoteController::RegisterIssue

0x00b41b10 · 41 bytes · __cdecl

_ZN15CVoteController13RegisterIssueEP10CBaseIssue

Decompiled

undefined (1 param)

/* CVoteController::RegisterIssue(CBaseIssue*) */

void CVoteController::RegisterIssue(CBaseIssue *param_1)

{
  CUtlVector<CBaseIssue*,CUtlMemory<CBaseIssue*,int>>::InsertBefore
            ((CUtlVector<CBaseIssue*,CUtlMemory<CBaseIssue*,int>> *)(param_1 + 0x540),
             *(int *)(param_1 + 0x54c),(CBaseIssue **)&stack0x00000008);
  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)