putextended
0x000ed3e0 · 433 bytes · __cdecl
_Z11putextendedP5zlistPFjPvPKcjES1_
Decompiled
undefined (3 params)
/* putextended(zlist*, unsigned int (*)(void*, char const*, unsigned int), void*) */
undefined4 putextended(zlist *param_1,_func_uint_void_ptr_char_ptr_uint *param_2,void *param_3)
{
zlist local_1d [13];
local_1d[0] = (zlist)0x50;
(*param_2)(param_3,(char *)local_1d,1);
local_1d[0] = (zlist)0x4b;
(*param_2)(param_3,(char *)local_1d,1);
local_1d[0] = (zlist)0x7;
(*param_2)(param_3,(char *)local_1d,1);
local_1d[0] = (zlist)0x8;
(*param_2)(param_3,(char *)local_1d,1);
local_1d[0] = SUB41(*(undefined4 *)(param_1 + 0xc),0);
(*param_2)(param_3,(char *)local_1d,1);
local_1d[0] = param_1[0xd];
(*param_2)(param_3,(char *)local_1d,1);
local_1d[0] = SUB21(*(undefined2 *)(param_1 + 0xe),0);
(*param_2)(param_3,(char *)local_1d,1);
local_1d[0] = param_1[0xf];
(*param_2)(param_3,(char *)local_1d,1);
local_1d[0] = SUB41(*(undefined4 *)(param_1 + 0x10),0);
(*param_2)(param_3,(char *)local_1d,1);
local_1d[0] = param_1[0x11];
(*param_2)(param_3,(char *)local_1d,1);
local_1d[0] = SUB21(*(undefined2 *)(param_1 + 0x12),0);
(*param_2)(param_3,(char *)local_1d,1);
local_1d[0] = param_1[0x13];
(*param_2)(param_3,(char *)local_1d,1);
local_1d[0] = SUB41(*(undefined4 *)(param_1 + 0x14),0);
(*param_2)(param_3,(char *)local_1d,1);
local_1d[0] = param_1[0x15];
(*param_2)(param_3,(char *)local_1d,1);
local_1d[0] = SUB21(*(undefined2 *)(param_1 + 0x16),0);
(*param_2)(param_3,(char *)local_1d,1);
local_1d[0] = param_1[0x17];
(*param_2)(param_3,(char *)local_1d,1);
return 0;
}
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.