CDevShotGenerator::StartDevShotGeneration
0x00132110 · 132 bytes · __thiscall
_ZN17CDevShotGenerator22StartDevShotGenerationEv
Decompiled
undefined (1 param)
/* CDevShotGenerator::StartDevShotGeneration() */
void __thiscall CDevShotGenerator::StartDevShotGeneration(CDevShotGenerator *this)
{
undefined4 uVar1;
int in_GS_OFFSET;
CDevShotGenerator *in_stack_fffffed4;
CFmtStrN<256> local_11c [5];
undefined1 local_117 [263];
int local_10;
local_10 = *(int *)(in_GS_OFFSET + 0x14);
if (*this != (CDevShotGenerator)0x0) {
BuildMapList(in_stack_fffffed4);
}
CFmtStrN<256>::CFmtStrN(local_11c,"map %s\n",*(int *)(this + 4) * 0x40 + *(int *)(this + 0xc));
uVar1 = Cbuf_GetCurrentPlayer();
Cbuf_AddText(uVar1,local_117,0);
*(int *)(this + 4) = *(int *)(this + 4) + 1;
if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.