listip
0x001ef4f0 · 285 bytes · __cdecl
_ZL6listipRK8CCommand
Decompiled
undefined (1 param)
/* listip(CCommand const&) */
void listip(CCommand *param_1)
{
float fVar1;
uint uVar2;
bool bVar3;
int iVar4;
int iVar5;
int iVar6;
iVar4 = DAT_003b2460;
if (DAT_003b2460 == 0) {
ConMsg("IP filter list: empty\n");
return;
}
if (DAT_003b2460 == 1) {
ConMsg("IP filter list: %i entry\n",1);
}
else {
ConMsg("IP filter list: %i entries\n",DAT_003b2460);
if (iVar4 < 1) {
return;
}
}
iVar5 = 0;
iVar6 = 1;
do {
while( true ) {
fVar1 = *(float *)(g_IPFilters + iVar5 + 0xc);
uVar2 = *(uint *)(g_IPFilters + iVar5 + 4);
if (fVar1 == 0.0) break;
iVar5 = iVar5 + 0x10;
ConMsg("%i %3i.%3i.%3i.%3i : %.3f min\n",iVar6,uVar2 & 0xff,uVar2 >> 8 & 0xff,
uVar2 >> 0x10 & 0xff,uVar2 >> 0x18,(double)fVar1);
bVar3 = iVar4 <= iVar6;
iVar6 = iVar6 + 1;
if (bVar3) {
return;
}
}
iVar5 = iVar5 + 0x10;
ConMsg("%i %3i.%3i.%3i.%3i : permanent\n",iVar6,uVar2 & 0xff,uVar2 >> 8 & 0xff,
uVar2 >> 0x10 & 0xff,uVar2 >> 0x18);
bVar3 = iVar6 < iVar4;
iVar6 = iVar6 + 1;
} while (bVar3);
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.