ConCommandBase::Create
0x00246dc0 · 100 bytes · __thiscall
_ZN14ConCommandBase6CreateEPKcS1_i
Decompiled
undefined (4 params)
/* ConCommandBase::Create(char const*, char const*, int) */
void __thiscall ConCommandBase::Create(ConCommandBase *this,char *param_1,char *param_2,int param_3)
{
int iVar1;
ConCommandBase *pCVar2;
char *pcVar3;
this[8] = (ConCommandBase)0x0;
*(char **)(this + 0xc) = param_1;
pcVar3 = "";
if (param_2 != (char *)0x0) {
pcVar3 = param_2;
}
*(int *)(this + 0x14) = param_3;
*(char **)(this + 0x10) = pcVar3;
pCVar2 = s_pConCommandBases;
iVar1 = s_pAccessor;
if ((param_3 & 1U) == 0) {
s_pConCommandBases = this;
*(ConCommandBase **)(this + 4) = pCVar2;
iVar1 = s_pAccessor;
}
else {
*(undefined4 *)(this + 4) = 0;
}
if (iVar1 != 0) {
/* WARNING: Could not recover jumptable at 0x00246e0e. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*(int *)this + 0x30))();
return;
}
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.