ConCommand::AutoCompleteSuggest
0x00248f80 · 230 bytes · __thiscall
_ZN10ConCommand19AutoCompleteSuggestEPKcR10CUtlVectorI10CUtlString10CUtlMemoryIS3_iEE
Decompiled
undefined (3 params)
/* ConCommand::AutoCompleteSuggest(char const*, CUtlVector<CUtlString, CUtlMemory<CUtlString, int>
>&) */
int __thiscall ConCommand::AutoCompleteSuggest(ConCommand *this,char *param_1,CUtlVector *param_2)
{
undefined4 *puVar1;
int iVar2;
char *pcVar3;
int local_1030;
CUtlString local_102c [16];
char local_101c [4108];
if (((byte)this[0x20] & 4) == 0) {
if (*(code **)(this + 0x1c) == (code *)0x0) {
return 0;
}
pcVar3 = local_101c;
iVar2 = (**(code **)(this + 0x1c))(param_1,pcVar3);
if (0 < iVar2) {
local_1030 = 0;
do {
CUtlString::CUtlString(local_102c,pcVar3);
/* try { // try from 0024901a to 0024901e has its CatchHandler @ 00249068 */
CUtlVector<CUtlString,CUtlMemory<CUtlString,int>>::InsertBefore
((CUtlVector<CUtlString,CUtlMemory<CUtlString,int>> *)param_2,
*(int *)(param_2 + 0xc),local_102c);
pcVar3 = pcVar3 + 0x40;
CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)local_102c);
local_1030 = local_1030 + 1;
} while (local_1030 != iVar2);
return local_1030;
}
}
else {
puVar1 = *(undefined4 **)(this + 0x1c);
iVar2 = 0;
if (puVar1 != (undefined4 *)0x0) {
iVar2 = (**(code **)*puVar1)(puVar1,param_1,param_2);
}
}
return iVar2;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.