Test_WaitForCheckPoint
0x0021a010 · 114 bytes · __cdecl
_Z22Test_WaitForCheckPointRK8CCommand
Decompiled
undefined (1 param)
/* Test_WaitForCheckPoint(CCommand const&) */
void Test_WaitForCheckPoint(CCommand *param_1)
{
int iVar1;
char *pcVar2;
bool bVar3;
if (*(int *)param_1 < 2) {
Error();
return;
}
if (*(int *)param_1 == 2) {
bVar3 = false;
}
else {
iVar1 = _V_stricmp(*(char **)(param_1 + 0x410),"once");
bVar3 = iVar1 == 0;
pcVar2 = "";
if (*(int *)param_1 < 2) goto LAB_0021a02e;
}
pcVar2 = *(char **)(param_1 + 0x40c);
LAB_0021a02e:
CTestScriptMgr::SetWaitCheckPoint((CTestScriptMgr *)g_TestScriptMgr,pcVar2,bVar3);
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.