user
0x001fb8d0 · 266 bytes · __cdecl
_ZL4userRK8CCommand
Decompiled
undefined (1 param)
/* user(CCommand const&) */
void user(CCommand *param_1)
{
char cVar1;
long lVar2;
int iVar3;
char *pcVar4;
char *pcVar5;
int *piVar6;
int iVar7;
if (DAT_003b7f64 < 2) {
param_1 = (CCommand *)s_Can_t__user___not_running_a_serv_002c1cc8;
LAB_001fb9b5:
ConMsg((char *)param_1);
return;
}
if (*(int *)param_1 != 2) {
ConMsg("Usage: user <username / userid>\n");
return;
}
iVar7 = 0;
lVar2 = strtol(*(char **)(param_1 + 0x40c),(char **)0x0,10);
if (0 < DAT_003b8080) {
do {
iVar3 = *(int *)(DAT_003b8074 + iVar7 * 4);
piVar6 = (int *)(iVar3 + 4);
if (iVar3 == 0) {
piVar6 = (int *)0x0;
}
cVar1 = (**(code **)(*piVar6 + 0x80))(piVar6);
if (cVar1 != '\0') {
iVar3 = (**(code **)(*piVar6 + 0x3c))(piVar6);
if (iVar3 != lVar2) {
pcVar5 = "";
if (1 < *(int *)param_1) {
pcVar5 = *(char **)(param_1 + 0x40c);
}
pcVar4 = (char *)(**(code **)(*piVar6 + 0x48))(piVar6);
iVar3 = _V_strcmp(pcVar4,pcVar5);
if (iVar3 != 0) goto LAB_001fb94f;
}
param_1 = (CCommand *)s_TODO__SV_User_f__002c2f3f;
goto LAB_001fb9b5;
}
LAB_001fb94f:
iVar7 = iVar7 + 1;
} while (iVar7 < DAT_003b8080);
}
ConMsg("User not in server.\n");
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.