CTestScriptMgr::CheckPoint
0x0021a880 · 171 bytes · __thiscall
_ZN14CTestScriptMgr10CheckPointEPKc
Decompiled
undefined (2 params)
/* CTestScriptMgr::CheckPoint(char const*) */
void __thiscall CTestScriptMgr::CheckPoint(CTestScriptMgr *this,char *param_1)
{
int iVar1;
longdouble lVar2;
char *local_14;
undefined4 local_10;
if ((*(int *)(this + 4) != 0) &&
(lVar2 = (longdouble)Plat_FloatTime(), *(double *)(this + 0x28) <= (double)lVar2)) {
if ((*(int *)(testscript_debug._28_4_ + 0x30) != 0) &&
(iVar1 = _V_stricmp(param_1,"frame_end"), iVar1 != 0)) {
Msg("TESTSCRIPT: CheckPoint -> \'%s\'.\n",param_1);
}
local_14 = strdup(param_1);
local_10 = 0;
CUtlRBTree<CUtlMap<char_const*,int,int>::Node_t,int,CUtlMap<char_const*,int,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,int>::Node_t,int>,int>>
::Insert((CUtlRBTree<CUtlMap<char_const*,int,int>::Node_t,int,CUtlMap<char_const*,int,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,int>::Node_t,int>,int>>
*)(this + 0x58),(Node_t *)&local_14);
if ((this[8] != (CTestScriptMgr)0x0) &&
(iVar1 = _V_stricmp((char *)(this + 8),param_1), iVar1 != 0)) {
return;
}
this[8] = (CTestScriptMgr)0x0;
RunCommands(this);
}
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.