L L4D2node

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 into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)