echo
0x00116900 · 90 bytes · __cdecl
_ZL4echoRK8CCommand
Decompiled
undefined (1 param)
/* echo(CCommand const&) */
void echo(CCommand *param_1)
{
int iVar1;
undefined1 *puVar2;
int iVar3;
iVar3 = 1;
iVar1 = *(int *)param_1;
if (1 < iVar1) {
do {
puVar2 = &DAT_002c79d4;
if (iVar3 < *(int *)param_1) {
puVar2 = *(undefined1 **)(param_1 + iVar3 * 4 + 0x408);
}
iVar3 = iVar3 + 1;
ConMsg("%s ",puVar2);
} while (iVar3 != iVar1);
}
ConMsg("\n");
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.