DevShotGenerator_Usage
0x00131e40 · 68 bytes · unknown
_Z22DevShotGenerator_Usagev
Decompiled
undefined (0 params)
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* DevShotGenerator_Usage() */
void DevShotGenerator_Usage(void)
{
Msg("-makedevshots usage:\n");
Msg(
" [ -usedevshotsfile filename ] -- get map list from specified file, default is to build for maps/*.bsp\n"
);
Msg(
" [ -startmap mapname ] -- restart generation at specified map (after crash, implies resume)\n"
);
Msg(" [ -condebug ] -- prepend console.log entries with mapname or engine if not in a map\n");
Msg(" [ +map mapname ] -- generate devshots for specified map and exit after that map\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.