SV_BuildSendTablesArray
0x001fc090 · 90 bytes · __cdecl
_Z23SV_BuildSendTablesArrayP11ServerClassPP9SendTablei
Decompiled
undefined (3 params)
/* SV_BuildSendTablesArray(ServerClass*, SendTable**, int) */
int SV_BuildSendTablesArray(ServerClass *param_1,SendTable **param_2,int param_3)
{
int iVar1;
iVar1 = 0;
do {
if (param_1 == (ServerClass *)0x0) {
return iVar1;
}
while (iVar1 < param_3) {
param_2[iVar1] = *(SendTable **)(param_1 + 4);
iVar1 = iVar1 + 1;
param_1 = *(ServerClass **)(param_1 + 8);
if (param_1 == (ServerClass *)0x0) {
return iVar1;
}
}
Error("SV_BuildSendTablesArray: too many SendTables!");
param_2[iVar1] = *(SendTable **)(param_1 + 4);
iVar1 = iVar1 + 1;
param_1 = *(ServerClass **)(param_1 + 8);
} 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.