CCvarUtilities::CvarFindFlagsCompletionCallback
0x00128ff0 · 283 bytes · __thiscall
_ZN14CCvarUtilities31CvarFindFlagsCompletionCallbackEPKcPA64_c
Decompiled
undefined (3 params)
/* CCvarUtilities::CvarFindFlagsCompletionCallback(char const*, char (*) [64]) */
int __thiscall
CCvarUtilities::CvarFindFlagsCompletionCallback(CCvarUtilities *this,char *param_1,char *param_2)
{
undefined *puVar1;
int iVar2;
int iVar3;
int iVar4;
undefined **ppuVar5;
int local_20;
iVar2 = _V_strlen(param_1);
iVar3 = _V_strlen("findflags ");
if (iVar2 < iVar3) {
ppuVar5 = &PTR_s_ARCHIVE_00340cc4;
do {
puVar1 = *ppuVar5;
ppuVar5 = ppuVar5 + 3;
V_snprintf(param_2,0x40,"%s %s","findflags ",puVar1);
_V_strlower(param_2);
param_2 = param_2 + 0x40;
} while (ppuVar5 !=
(undefined **)
&CUtlRBTree<ConCommandBase_const*,unsigned_short,bool(*)(ConCommandBase_const*const&,ConCommandBase_const*const&),CUtlMemory<UtlRBTreeNode_t<ConCommandBase_const*,unsigned_short>,unsigned_short>>
::Links(unsigned_short)::s_Sentinel);
return 0x12;
}
iVar2 = _V_strlen("findflags ");
ppuVar5 = &PTR_s_ARCHIVE_00340cc4;
iVar3 = _V_strlen(param_1 + iVar2);
local_20 = 0;
do {
iVar4 = V_strnicmp(*ppuVar5,param_1 + iVar2,iVar3);
if (iVar4 == 0) {
V_snprintf(param_2 + local_20 * 0x40,0x40,"%s %s","findflags ",*ppuVar5);
_V_strlower(param_2 + local_20 * 0x40);
local_20 = local_20 + 1;
if (0x3f < local_20) {
return local_20;
}
}
ppuVar5 = ppuVar5 + 3;
} while (ppuVar5 !=
(undefined **)
&CUtlRBTree<ConCommandBase_const*,unsigned_short,bool(*)(ConCommandBase_const*const&,ConCommandBase_const*const&),CUtlMemory<UtlRBTreeNode_t<ConCommandBase_const*,unsigned_short>,unsigned_short>>
::Links(unsigned_short)::s_Sentinel);
return local_20;
}
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.