SV_RedirectFlush
0x0020d230 · 179 bytes · unknown
_Z16SV_RedirectFlushv
Decompiled
undefined (0 params)
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* SV_RedirectFlush() */
void SV_RedirectFlush(void)
{
CRConServer *this;
SV_RedirectFlush()::bInFlush = 1;
if (sv_redirected == 2) {
NET_OutOfBandPrintf(DAT_003b7f68,(netadr_s *)sv_redirectto,"%c%s",0x6c,sv_redirect_buffer);
}
else if (sv_redirected == 1) {
(**(code **)(*host_client + 0x68))(host_client,&DAT_002c48a3,sv_redirect_buffer);
}
else if (sv_redirected == 3) {
this = (CRConServer *)RCONServer();
CRConServer::FinishRedirect(this,sv_redirect_buffer,(netadr_s *)sv_redirectto);
sv_redirect_buffer[0] = 0;
SV_RedirectFlush()::bInFlush = 0;
return;
}
sv_redirect_buffer[0] = 0;
SV_RedirectFlush()::bInFlush = 0;
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.