CGameServer::ExecGameTypeCfg
0x001fd970 · 162 bytes · __thiscall
_ZN11CGameServer15ExecGameTypeCfgEPKc
Decompiled
undefined (2 params)
/* CGameServer::ExecGameTypeCfg(char const*) */
void __thiscall CGameServer::ExecGameTypeCfg(CGameServer *this,char *param_1)
{
KeyValues *this_00;
int iVar1;
uint in_stack_ffffffd8;
this_00 = KeyValues::operator_new((KeyValues *)0x2c,in_stack_ffffffd8);
/* try { // try from 001fd9a8 to 001fd9ac has its CatchHandler @ 001fda2e */
KeyValues::KeyValues(this_00,"::ExecGameTypeCfg",(IKeyValuesSystem *)0x0,false);
/* try { // try from 001fd9bc to 001fd9ec has its CatchHandler @ 001fda18 */
KeyValues::SetString(this_00,"map/mapname",param_1);
(**(code **)(*serverGameDLL + 0x94))(serverGameDLL,this_00);
iVar1 = KeyValues::GetInt(this_00,"Members/numSlots",-1);
if (-1 < iVar1) {
*(int *)(this + 0x17c) = iVar1;
}
if (this_00 != (KeyValues *)0x0) {
KeyValues::deleteThis();
return;
}
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.