Test_StartScript
0x00219c90 · 103 bytes · __cdecl
_ZL16Test_StartScriptRK8CCommand
Decompiled
undefined (1 param)
/* Test_StartScript(CCommand const&) */
void Test_StartScript(CCommand *param_1)
{
char cVar1;
undefined1 *puVar2;
char *pcVar3;
if (*(int *)param_1 < 2) {
Warning(
"Test_StartScript: requires filename of script to start (file must be under testscripts directory).\n"
);
if (*(int *)param_1 < 2) {
pcVar3 = "";
goto LAB_00219ca5;
}
}
pcVar3 = *(char **)(param_1 + 0x40c);
LAB_00219ca5:
cVar1 = CTestScriptMgr::StartTestScript((CTestScriptMgr *)g_TestScriptMgr,pcVar3);
if (cVar1 == '\0') {
puVar2 = &DAT_002c79d4;
if (1 < *(int *)param_1) {
puVar2 = *(undefined1 **)(param_1 + 0x40c);
}
Warning("Error starting testscript \'%s\'\n",puVar2);
}
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.