Host_Maps_f
0x0017f6f0 · 137 bytes · __cdecl
_ZL11Host_Maps_fRK8CCommand
Decompiled
undefined (1 param)
/* Host_Maps_f(CCommand const&) */
void Host_Maps_f(CCommand *param_1)
{
int iVar1;
char *pcVar2;
int local_10 [2];
if (*(int *)param_1 == 2) {
pcVar2 = *(char **)(param_1 + 0x40c);
if (pcVar2 == (char *)0x0) {
return;
}
if (*pcVar2 == '\0') {
return;
}
if (*pcVar2 == '*') {
pcVar2 = (char *)0x0;
}
}
else {
pcVar2 = (char *)0x0;
if (*(int *)param_1 != 3) {
ConMsg("Usage: maps <substring>\nmaps * for full listing\n");
return;
}
}
local_10[0] = 0;
iVar1 = MapList_CountMaps(pcVar2,true,local_10);
if (iVar1 < 1) {
return;
}
MapList_ListMaps(pcVar2,true,true,iVar1,0,(char *)0x0);
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.