CGameClient::ProcessCmdKeyValues
0x001e8a50 · 178 bytes · __thiscall
_ZN11CGameClient19ProcessCmdKeyValuesEP16CLC_CmdKeyValues
Decompiled
undefined (2 params)
/* CGameClient::ProcessCmdKeyValues(CLC_CmdKeyValues*) */
undefined4 __thiscall CGameClient::ProcessCmdKeyValues(CGameClient *this,CLC_CmdKeyValues *param_1)
{
KeyValues *this_00;
KeyValues *pKVar1;
int *piVar2;
uint uVar3;
uVar3 = *(uint *)(this + 0x1d750);
(**(code **)(*serverGameClients + 0x4c))(serverGameClients,uVar3,*(undefined4 *)(param_1 + 0x48));
this_00 = KeyValues::operator_new((KeyValues *)0x2c,uVar3);
/* try { // try from 001e8aa6 to 001e8aaa has its CatchHandler @ 001e8b02 */
KeyValues::KeyValues(this_00,"Server::CmdKeyValues",(IKeyValuesSystem *)0x0,false);
pKVar1 = (KeyValues *)KeyValues::MakeCopy(*(KeyValues **)(param_1 + 0x48));
KeyValues::AddSubKey(this_00,pKVar1);
KeyValues::SetPtr(this_00,"edict",*(void **)(this + 0x1d750));
piVar2 = (int *)(**(code **)(*g_pMatchFramework + 0x1c))(g_pMatchFramework);
(**(code **)(*piVar2 + 8))(piVar2,this_00);
return 1;
}
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.