key_listboundkeys
0x00183920 · 265 bytes · __cdecl
_ZL17key_listboundkeysRK8CCommand
Decompiled
undefined (1 param)
/* key_listboundkeys(CCommand const&) */
void key_listboundkeys(CCommand *param_1)
{
int iVar1;
char *pcVar2;
undefined4 uVar3;
int iVar4;
uint uVar5;
uVar5 = 0xffffff8e;
do {
pcVar2 = *(char **)(uVar5 * 8 + 0x3a3eb0);
iVar1 = uVar5 + 0x72;
if ((pcVar2 != (char *)0x0) && (*pcVar2 != '\0')) {
if (uVar5 < 0x230) {
iVar4 = (int)uVar5 >> 5;
if (0x7f < uVar5) {
if (uVar5 - 0x80 < 0x10) {
iVar4 = (int)(uVar5 - 0x80) >> 2;
}
else if (uVar5 - 0x90 < 0x30) {
iVar4 = (int)(uVar5 - 0x90) / 0xc;
}
else {
iVar4 = (int)(uVar5 - 0x1b0) >> 4;
if (uVar5 - 0xc0 < 0xf0) {
iVar4 = (int)(uVar5 - 0xc0) / 0x1e;
}
}
}
uVar3 = (**(code **)(*g_pInputSystem + 0x6c))(g_pInputSystem,iVar1);
ConMsg("[%d:%d]\"%s\" = \"%s\"\n",iVar1,iVar4,uVar3,pcVar2);
}
else {
uVar3 = (**(code **)(*g_pInputSystem + 0x6c))(g_pInputSystem,iVar1);
ConMsg("\"%s\" = \"%s\"\n",uVar3,pcVar2);
}
}
uVar5 = uVar5 + 1;
} while (uVar5 != 0x230);
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.