ByteCodeToCode
0x000daa60 · 63 bytes · __cdecl
_Z14ByteCodeToCodeh
Decompiled
undefined (1 param)
/* ByteCodeToCode(unsigned char) */
undefined4 ByteCodeToCode(uchar param_1)
{
int iVar1;
uchar *puVar2;
if (DAT_00340188 == param_1) {
iVar1 = 0;
}
else {
puVar2 = &DAT_003401a0;
iVar1 = 1;
while (*puVar2 != param_1) {
iVar1 = iVar1 + 1;
puVar2 = puVar2 + 0x18;
if (iVar1 == 0x36) {
return 0x5f;
}
}
}
return (&DAT_00340184)[iVar1 * 6];
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.