CServerPlugin::UpdateInvalidPluginString
0x00209320 · 121 bytes · __thiscall
_ZN13CServerPlugin25UpdateInvalidPluginStringEv
Decompiled
undefined (1 param)
/* CServerPlugin::UpdateInvalidPluginString() */
void __thiscall CServerPlugin::UpdateInvalidPluginString(CServerPlugin *this)
{
int iVar1;
int iVar2;
int iVar3;
iVar3 = 0;
this[0x1c] = (CServerPlugin)0x0;
if (0 < *(int *)(this + 0x10)) {
do {
while (*(char *)(*(int *)(*(int *)(this + 4) + iVar3 * 4) + 0x101) != '\0') {
iVar3 = iVar3 + 1;
if (*(int *)(this + 0x10) <= iVar3) {
return;
}
}
iVar2 = _V_strlen((char *)(this + 0x1c));
iVar1 = iVar3 * 4;
iVar3 = iVar3 + 1;
V_snprintf((char *)(this + iVar2 + 0x1c),0x3ff - iVar2,"\n%s",
*(int *)(*(int *)(this + 4) + iVar1) + 0x80);
} 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.