plugin_load
0x00209840 · 149 bytes · __cdecl
_ZL11plugin_loadRK8CCommand
Decompiled
undefined (1 param)
/* plugin_load(CCommand const&) */
void plugin_load(CCommand *param_1)
{
char cVar1;
undefined1 *puVar2;
if (*(int *)param_1 < 2) {
Warning();
return;
}
cVar1 = CServerPlugin::LoadPlugin
((CServerPlugin *)g_pServerPluginHandler,*(char **)(param_1 + 0x40c));
if (cVar1 == '\0') {
if (*(int *)param_1 < 2) {
puVar2 = &DAT_002c79d4;
}
else {
puVar2 = *(undefined1 **)(param_1 + 0x40c);
}
Warning("Unable to load plugin \"%s\"\n",puVar2);
return;
}
puVar2 = &DAT_002c79d4;
if (1 < *(int *)param_1) {
puVar2 = *(undefined1 **)(param_1 + 0x40c);
}
ConMsg("Loaded plugin \"%s\"\n",puVar2);
CServerPlugin::VerifyPluginSignatures((CServerPlugin *)g_pServerPluginHandler);
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.