CVEngineServer::IsAnyClientLowViolence
0x00229ec0 · 72 bytes · __cdecl
_ZN14CVEngineServer22IsAnyClientLowViolenceEv
Decompiled
undefined (0 params)
/* CVEngineServer::IsAnyClientLowViolence() */
undefined4 CVEngineServer::IsAnyClientLowViolence(void)
{
int *piVar1;
undefined4 uVar2;
int iVar3;
iVar3 = 0;
if (0 < DAT_003b8080) {
do {
piVar1 = *(int **)(DAT_003b8074 + iVar3 * 4);
if ((piVar1 != (int *)0x0) &&
(uVar2 = (**(code **)(*piVar1 + 0x8c))(piVar1), (char)uVar2 != '\0')) {
return uVar2;
}
iVar3 = iVar3 + 1;
} while (iVar3 < DAT_003b8080);
}
return 0;
}
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.