L L4D2node

CChangeMapLaterIssue::GetVotePassedString

0x00b420d0 · 51 bytes · __thiscall

_ZN20CChangeMapLaterIssue19GetVotePassedStringEv

Decompiled

undefined (1 param)

/* CChangeMapLaterIssue::GetVotePassedString() */

undefined1 * __thiscall CChangeMapLaterIssue::GetVotePassedString(CChangeMapLaterIssue *this)

{
  V_snprintf(GetVotePassedString()::myString,0x40,"Vote: Changing map to %s next.",this + 0x44);
  return GetVotePassedString()::myString;
}

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)