CDevShotGenerator::BuildMapList
0x00131e90 · 130 bytes · __thiscall
_ZN17CDevShotGenerator12BuildMapListEv.part.0
Decompiled
undefined (1 param)
/* CDevShotGenerator::BuildMapList() [clone .part.0] */
void __thiscall CDevShotGenerator::BuildMapList(CDevShotGenerator *this)
{
char *pcVar1;
char cVar2;
undefined1 *in_EAX;
int *piVar3;
int iVar4;
char *local_10;
DevShotGenerator_Usage();
local_10 = (char *)0x0;
piVar3 = (int *)CommandLine_Tier0();
(**(code **)(*piVar3 + 0xc))(piVar3,"-usedevshotsfile",&local_10);
pcVar1 = local_10;
piVar3 = (int *)CommandLine_Tier0();
iVar4 = (**(code **)(*piVar3 + 0x28))(piVar3,"-usedevshotsfile");
cVar2 = BuildGeneralMapList((CUtlVector *)(in_EAX + 0xc),iVar4 != 0,pcVar1,"devshots",
(int *)(in_EAX + 4));
if (cVar2 == '\0') {
*in_EAX = 0;
}
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.