pause
0x0017e940 · 162 bytes · __cdecl
_ZL5pauseRK8CCommand
Decompiled
undefined (1 param)
/* pause(CCommand const&) */
void pause(CCommand *param_1)
{
char cVar1;
undefined4 uVar2;
char *pcVar3;
if (cmd_source == 1) {
Cmd_ForwardToServer(param_1,true);
return;
}
cVar1 = CGameServer::IsPausable();
if (cVar1 == '\0') {
return;
}
pcVar3 = "paused";
CBaseServer::SetPaused((CBaseServer *)&sv,DAT_003b7f64 != 3);
if (DAT_003b7f64 != 3) {
pcVar3 = "unpaused";
}
uVar2 = (**(code **)(*host_client + 0x1c))(host_client);
CBaseServer::BroadcastPrintf((CBaseServer *)&sv,"%s %s the game\n",uVar2,pcVar3);
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.