blackbox_dump
0x00113430 · 139 bytes · __cdecl
_ZL13blackbox_dumpRK8CCommand
Decompiled
undefined (1 param)
/* blackbox_dump(CCommand const&) */
void blackbox_dump(CCommand *param_1)
{
int iVar1;
undefined4 uVar2;
undefined4 uVar3;
int iVar4;
int iVar5;
iVar5 = 0;
while( true ) {
iVar1 = (**(code **)(*(int *)gBlackBox + 0x18))(gBlackBox);
if (iVar1 <= iVar5) break;
iVar1 = 0;
while( true ) {
iVar4 = (**(code **)(*(int *)gBlackBox + 0xc))(gBlackBox,iVar5);
if (iVar4 <= iVar1) break;
uVar2 = (**(code **)(*(int *)gBlackBox + 8))(gBlackBox,iVar5,iVar1);
uVar3 = (**(code **)(*(int *)gBlackBox + 0x14))(gBlackBox,iVar5);
Msg("%s[%d]: %s\n",uVar3,iVar1 + 1,uVar2);
iVar1 = iVar1 + 1;
}
iVar5 = iVar5 + 1;
}
return;
}
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.