CTestScriptMgr::RunCommands
0x002199e0 · 476 bytes · __thiscall
_ZN14CTestScriptMgr11RunCommandsEv
Decompiled
undefined (1 param)
/* CTestScriptMgr::RunCommands() */
void __thiscall CTestScriptMgr::RunCommands(CTestScriptMgr *this)
{
bool bVar1;
char cVar2;
undefined4 uVar3;
int iVar4;
char *pcVar5;
int in_GS_OFFSET;
longdouble lVar6;
char local_221 [513];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
LAB_00219a00:
lVar6 = (longdouble)Plat_FloatTime();
if ((*(double *)(this + 0x28) <= (double)lVar6) && (this[8] == (CTestScriptMgr)0x0)) {
pcVar5 = local_221;
bVar1 = false;
iVar4 = 0;
do {
pcVar5 = pcVar5 + 1;
(**(code **)g_pFileSystem[1])(g_pFileSystem + 1,pcVar5,1,*(undefined4 *)(this + 4));
cVar2 = *pcVar5;
if (cVar2 == '/') {
if (bVar1) {
local_221[0] = '\0';
goto LAB_00219b70;
}
bVar1 = true;
}
else {
if (((cVar2 == '\n') || (cVar2 == ';')) ||
(cVar2 = (**(code **)(*g_pFileSystem + 0x5c))(g_pFileSystem,*(undefined4 *)(this + 4)),
cVar2 != '\0')) break;
bVar1 = false;
}
iVar4 = iVar4 + 1;
} while (iVar4 != 0x1ff);
goto LAB_00219a82;
}
goto LAB_00219a1a;
while ((**(code **)g_pFileSystem[1])(g_pFileSystem + 1,local_221,1,*(undefined4 *)(this + 4)),
local_221[0] != '\n') {
LAB_00219b70:
cVar2 = (**(code **)(*g_pFileSystem + 0x5c))(g_pFileSystem,*(undefined4 *)(this + 4));
if (cVar2 != '\0') break;
}
iVar4 = iVar4 + -1;
LAB_00219a82:
local_221[iVar4 + 1] = '\0';
if (local_221[1] == '\0') {
cVar2 = (**(code **)(*g_pFileSystem + 0x5c))(g_pFileSystem,*(undefined4 *)(this + 4));
if (cVar2 != '\0') {
if (*(int *)(this + 4) != 0) {
(**(code **)(g_pFileSystem[1] + 0xc))(g_pFileSystem + 1,*(int *)(this + 4));
*(undefined4 *)(this + 4) = 0;
}
LAB_00219a1a:
if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
return;
}
}
else {
uVar3 = Cbuf_GetCurrentPlayer();
Cbuf_AddText(uVar3,local_221 + 1,0);
Cbuf_Execute();
}
goto LAB_00219a00;
}
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.