CPureServerWhitelist::PrintWhitelistContents
0x001d71a0 · 381 bytes · __thiscall
_ZN20CPureServerWhitelist22PrintWhitelistContentsEv
Decompiled
undefined (1 param)
/* CPureServerWhitelist::PrintWhitelistContents() */
void __thiscall CPureServerWhitelist::PrintWhitelistContents(CPureServerWhitelist *this)
{
int iVar1;
int iVar2;
int local_24;
int local_20 [4];
local_24 = 0;
local_20[0] = 0;
UpdateCommandStats(this,(CUtlDict *)(this + 8),&local_24,local_20);
UpdateCommandStats(this,(CUtlDict *)(this + 0x2c),&local_24,local_20);
iVar2 = 0;
UpdateCommandStats(this,(CUtlDict *)(this + 0x50),&local_24,local_20);
if (local_24 < 0) {
return;
}
do {
while (iVar1 = FindCommandByLoadOrder(this,(CUtlDict *)(this + 8),iVar2), iVar1 != -1) {
iVar1 = *(int *)(this + 0xc) + iVar1 * 0x18;
PrintCommand(this,*(char **)(iVar1 + 0x10),(char *)0x0,local_20[0],
*(CCommand **)(iVar1 + 0x14));
LAB_001d725e:
iVar2 = iVar2 + 1;
if (local_24 < iVar2) {
return;
}
}
iVar1 = FindCommandByLoadOrder(this,(CUtlDict *)(this + 0x2c),iVar2);
if (iVar1 == -1) {
iVar1 = FindCommandByLoadOrder(this,(CUtlDict *)(this + 0x50),iVar2);
if (iVar1 != -1) {
iVar1 = *(int *)(this + 0x54) + iVar1 * 0x18;
PrintCommand(this,*(char **)(iVar1 + 0x10),"*.*",local_20[0],*(CCommand **)(iVar1 + 0x14));
}
goto LAB_001d725e;
}
iVar2 = iVar2 + 1;
iVar1 = *(int *)(this + 0x30) + iVar1 * 0x18;
PrintCommand(this,*(char **)(iVar1 + 0x10),"...",local_20[0],*(CCommand **)(iVar1 + 0x14));
if (local_24 < iVar2) {
return;
}
} while( true );
}
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.