ConCommand::ConCommand
0x00247e80 · 115 bytes · __thiscall
_ZN10ConCommandC2EPKcP16ICommandCallbackS1_iP26ICommandCompletionCallback
Decompiled
undefined (6 params)
/* ConCommand::ConCommand(char const*, ICommandCallback*, char const*, int,
ICommandCompletionCallback*) */
void __thiscall
ConCommand::ConCommand
(ConCommand *this,char *param_1,ICommandCallback *param_2,char *param_3,int param_4,
ICommandCompletionCallback *param_5)
{
this[8] = (ConCommand)0x0;
*(ICommandCallback **)(this + 0x18) = param_2;
*(ICommandCompletionCallback **)(this + 0x1c) = param_5;
*(undefined4 *)(this + 0xc) = 0;
*(undefined4 *)(this + 0x10) = 0;
*(undefined4 *)(this + 0x14) = 0;
*(undefined4 *)(this + 4) = 0;
*(undefined ***)this = &PTR__ConCommand_002cbb08;
this[0x20] = (ConCommand)
((byte)this[0x20] & 0xfc | param_5 != (ICommandCompletionCallback *)0x0 | 4);
/* try { // try from 00247ee8 to 00247eec has its CatchHandler @ 00247ef3 */
ConCommandBase::Create((ConCommandBase *)this,param_1,param_3,param_4);
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.