Test_LoopForNumSeconds
0x0021a670 · 96 bytes · __cdecl
_Z22Test_LoopForNumSecondsRK8CCommand
Decompiled
undefined (1 param)
/* Test_LoopForNumSeconds(CCommand const&) */
void Test_LoopForNumSeconds(CCommand *param_1)
{
undefined1 *puVar1;
double dVar2;
if (2 < *(int *)param_1) {
dVar2 = strtod(*(char **)(param_1 + 0x410),(char **)0x0);
puVar1 = &DAT_002c79d4;
if (1 < *(int *)param_1) {
puVar1 = *(undefined1 **)(param_1 + 0x40c);
}
CTestScriptMgr::LoopForNumSeconds(g_TestScriptMgr,(double)CONCAT44(SUB84(dVar2,0),puVar1));
return;
}
Error();
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.