putend
0x000edab0 · 598 bytes · __cdecl
_Z6putendimmjPcPFjPvPKcjES0_
Decompiled
undefined (7 params)
/* putend(int, unsigned long, unsigned long, unsigned int, char*, unsigned int (*)(void*, char
const*, unsigned int), void*) */
undefined4
putend(int param_1,ulong param_2,ulong param_3,uint param_4,char *param_5,
_func_uint_void_ptr_char_ptr_uint *param_6,void *param_7)
{
uint uVar1;
char cVar2;
char local_1d [13];
local_1d[0] = 'P';
(*param_6)(param_7,local_1d,1);
local_1d[0] = 'K';
(*param_6)(param_7,local_1d,1);
local_1d[0] = '\x05';
(*param_6)(param_7,local_1d,1);
local_1d[0] = '\x06';
(*param_6)(param_7,local_1d,1);
local_1d[0] = '\0';
(*param_6)(param_7,local_1d,1);
local_1d[0] = '\0';
(*param_6)(param_7,local_1d,1);
local_1d[0] = '\0';
(*param_6)(param_7,local_1d,1);
local_1d[0] = '\0';
(*param_6)(param_7,local_1d,1);
local_1d[0] = (char)param_1;
(*param_6)(param_7,local_1d,1);
local_1d[0] = (char)((uint)param_1 >> 8);
cVar2 = local_1d[0];
(*param_6)(param_7,local_1d,1);
local_1d[0] = (char)param_1;
(*param_6)(param_7,local_1d,1);
local_1d[0] = cVar2;
(*param_6)(param_7,local_1d,1);
local_1d[0] = (char)param_2;
(*param_6)(param_7,local_1d,1);
local_1d[0] = (char)(param_2 >> 8);
(*param_6)(param_7,local_1d,1);
local_1d[0] = (char)(param_2 >> 0x10);
(*param_6)(param_7,local_1d,1);
local_1d[0] = (char)(param_2 >> 0x18);
(*param_6)(param_7,local_1d,1);
local_1d[0] = (char)param_3;
(*param_6)(param_7,local_1d,1);
local_1d[0] = (char)(param_3 >> 8);
(*param_6)(param_7,local_1d,1);
local_1d[0] = (char)(param_3 >> 0x10);
(*param_6)(param_7,local_1d,1);
local_1d[0] = (char)(param_3 >> 0x18);
(*param_6)(param_7,local_1d,1);
local_1d[0] = (char)param_4;
(*param_6)(param_7,local_1d,1);
local_1d[0] = (char)(param_4 >> 8);
(*param_6)(param_7,local_1d,1);
if (param_4 != 0) {
uVar1 = (*param_6)(param_7,param_5,param_4);
if (param_4 != uVar1) {
return 10;
}
}
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.