CServerPlugin::NetworkIDValidated
0x002085d0 · 121 bytes · __thiscall
_ZN13CServerPlugin18NetworkIDValidatedEPKcS1_
Decompiled
undefined (3 params)
/* CServerPlugin::NetworkIDValidated(char const*, char const*) */
void __thiscall CServerPlugin::NetworkIDValidated(CServerPlugin *this,char *param_1,char *param_2)
{
int *piVar1;
int iVar2;
int iVar3;
iVar3 = 0;
if (0 < *(int *)(this + 0x10)) {
do {
iVar2 = *(int *)(*(int *)(this + 4) + iVar3 * 4);
if (*(char *)(iVar2 + 0x100) == '\0') {
piVar1 = *(int **)(iVar2 + 0x104);
if (piVar1 == (int *)0x0) {
Warning("Unable to get callback interface for \"%s\"\n",iVar2);
}
iVar2 = (**(code **)(*piVar1 + 0x40))(piVar1,param_1,param_2);
if (iVar2 == 2) {
return;
}
}
iVar3 = iVar3 + 1;
} while (iVar3 < *(int *)(this + 0x10));
}
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.