CMapReslistGenerator::ShouldRebuildCaches
0x0018b9d0 · 71 bytes · __thiscall
_ZN20CMapReslistGenerator19ShouldRebuildCachesEv
Decompiled
undefined (1 param)
/* CMapReslistGenerator::ShouldRebuildCaches() */
bool __thiscall CMapReslistGenerator::ShouldRebuildCaches(CMapReslistGenerator *this)
{
int *piVar1;
int iVar2;
if (this[1] != (CMapReslistGenerator)0x0) {
piVar1 = (int *)CommandLine_Tier0();
iVar2 = (**(code **)(*piVar1 + 0x28))(piVar1,"-norebuildaudio");
return iVar2 == 0;
}
piVar1 = (int *)CommandLine_Tier0();
iVar2 = (**(code **)(*piVar1 + 0x28))(piVar1,"-rebuildaudio");
return iVar2 != 0;
}
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.