listid
0x001ef790 · 247 bytes · __cdecl
_ZL6listidRK8CCommand
Decompiled
undefined (1 param)
/* listid(CCommand const&) */
void listid(CCommand *param_1)
{
float fVar1;
bool bVar2;
int iVar3;
USERID_s *pUVar4;
undefined4 uVar5;
int iVar6;
int iVar7;
iVar3 = DAT_003b244c;
if (DAT_003b244c == 0) {
ConMsg("ID filter list: empty\n");
return;
}
if (DAT_003b244c == 1) {
ConMsg("ID filter list: %i entry\n",1);
}
else {
ConMsg("ID filter list: %i entries\n",DAT_003b244c);
if (iVar3 < 1) {
return;
}
}
iVar7 = 0;
iVar6 = 1;
do {
while( true ) {
pUVar4 = (USERID_s *)(g_UserFilters + iVar7);
fVar1 = *(float *)(pUVar4 + 0x14);
if (fVar1 == 0.0) break;
iVar7 = iVar7 + 0x18;
uVar5 = GetUserIDString(pUVar4);
ConMsg("%i %s : %.3f min\n",iVar6,uVar5,(double)fVar1);
bVar2 = iVar3 <= iVar6;
iVar6 = iVar6 + 1;
if (bVar2) {
return;
}
}
iVar7 = iVar7 + 0x18;
uVar5 = GetUserIDString(pUVar4);
ConMsg("%i %s : permanent\n",iVar6,uVar5);
bVar2 = iVar6 < iVar3;
iVar6 = iVar6 + 1;
} while (bVar2);
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.