CDemoFile::WriteConsoleCommand
0x001316d0 · 150 bytes · __thiscall
_ZN9CDemoFile19WriteConsoleCommandEPKcii
Decompiled
undefined (4 params)
/* CDemoFile::WriteConsoleCommand(char const*, int, int) */
void __thiscall
CDemoFile::WriteConsoleCommand(CDemoFile *this,char *param_1,int param_2,int param_3)
{
char cVar1;
int iVar2;
if ((param_1 != (char *)0x0) && (*param_1 != '\0')) {
cVar1 = CUtlStreamBuffer::IsOpen((CUtlStreamBuffer *)(this + 0x534));
if (cVar1 != '\0') {
iVar2 = _V_strlen(param_1);
if (iVar2 + 1 < 0x400) {
WriteCmdHeader(this,'\x04',param_2,param_3);
WriteRawData(this,param_1,iVar2 + 1);
return;
}
DevMsg("CDemoFile::WriteConsoleCommand: command too long (>1024).\n");
return;
}
}
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.