Test_RandomChance
0x002197f0 · 175 bytes · __regparm3
_ZL17Test_RandomChanceRK8CCommand.part.3
Decompiled
undefined (1 param)
/* Test_RandomChance(CCommand const&) [clone .part.3] */
void __regparm3 Test_RandomChance(CCommand *param_1)
{
int iVar1;
undefined4 uVar2;
int iVar3;
int in_GS_OFFSET;
char local_420 [1024];
int local_20;
iVar3 = 2;
local_420[0] = '\0';
local_20 = *(int *)(in_GS_OFFSET + 0x14);
if (2 < *(int *)param_1) {
do {
iVar1 = iVar3 * 4;
iVar3 = iVar3 + 1;
V_strncat(local_420,*(char **)(param_1 + iVar1 + 0x408),0x400,-1);
V_strncat(local_420," ",0x400,-1);
} while (iVar3 < *(int *)param_1);
}
uVar2 = Cbuf_GetCurrentPlayer();
Cbuf_InsertText(uVar2,local_420,0);
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.