L L4D2node

NWCEdit::IsWCVersionValid

0x00b5f060 · 209 bytes · __cdecl

_ZN7NWCEdit16IsWCVersionValidEv

Decompiled

undefined (0 params)

/* NWCEdit::IsWCVersionValid() */

undefined4 NWCEdit::IsWCVersionValid(void)

{
  int iVar1;
  undefined4 uVar2;
  char *pcVar3;
  
  pcVar3 = "";
  if (*(char **)(gpGlobals + 0x3c) != (char *)0x0) {
    pcVar3 = *(char **)(gpGlobals + 0x3c);
  }
  iVar1 = Editor_CheckVersion(pcVar3,*(int *)(gpGlobals + 0x40),false);
  uVar2 = 1;
  if (iVar1 != 0) {
    if (iVar1 == 1) {
      Msg("\nAborting map_edit\nWorldcraft not running...\n\n");
      pcVar3 = "Worldcraft not running...";
    }
    else {
      Msg("\nAborting map_edit\nWC/Engine map versions different...\n\n");
      pcVar3 = "WC/Engine map versions different...";
    }
    UTIL_ClientPrintAll(4,pcVar3,(char *)0x0,(char *)0x0,(char *)0x0,(char *)0x0);
    (**(code **)(*engine + 0x94))(engine,"disconnect\n");
    uVar2 = 0;
  }
  return uVar2;
}

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)