ShouldWatchThisProp
0x00142240 · 161 bytes · __cdecl
_Z19ShouldWatchThisPropPK9SendTableiPKc
Decompiled
undefined (3 params)
/* ShouldWatchThisProp(SendTable const*, int, char const*) */
bool ShouldWatchThisProp(SendTable *param_1,int param_2,char *param_3)
{
char *pcVar1;
int iVar2;
if ((*(int *)(g_CV_DTWatchEnt._28_4_ + 0x30) != -1) &&
(param_2 == *(int *)(g_CV_DTWatchEnt._28_4_ + 0x30))) {
pcVar1 = "FCVAR_NEVER_AS_STRING";
if ((g_CV_DTWatchVar[0x15] & 0x10) == 0) {
pcVar1 = "";
if (*(char **)(g_CV_DTWatchVar._28_4_ + 0x24) != (char *)0x0) {
pcVar1 = *(char **)(g_CV_DTWatchVar._28_4_ + 0x24);
}
if (*pcVar1 == '\0') {
return true;
}
}
iVar2 = _V_stricmp(pcVar1,param_3);
return iVar2 == 0;
}
if ((g_CV_DTWatchClass[0x15] & 0x10) == 0) {
pcVar1 = *(char **)(g_CV_DTWatchClass._28_4_ + 0x24);
if (pcVar1 == (char *)0x0) {
return false;
}
if (*pcVar1 == '\0') {
return false;
}
}
else {
pcVar1 = "FCVAR_NEVER_AS_STRING";
}
iVar2 = V_stristr(*(char **)(param_1 + 8),pcVar1);
if (iVar2 != 0) {
return true;
}
return false;
}
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.