DevShotGenerator_Init
0x00131f20 · 72 bytes · unknown
_Z21DevShotGenerator_Initv
Decompiled
undefined (0 params)
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* DevShotGenerator_Init() */
void DevShotGenerator_Init(void)
{
int *piVar1;
int iVar2;
piVar1 = (int *)CommandLine_Tier0();
iVar2 = (**(code **)(*piVar1 + 0x28))(piVar1,"-makedevshots");
if (iVar2 == 0) {
return;
}
piVar1 = (int *)CommandLine_Tier0();
iVar2 = (**(code **)(*piVar1 + 0x28))(piVar1,"-usedevshotsfile");
g_DevShotGenerator = 1;
DAT_0039d768 = iVar2 != 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.