CCommand::CCommand
0x0003e920 · 341 bytes · __thiscall
_ZN8CCommandC2EiPPKc
Decompiled
undefined (3 params)
/* CCommand::CCommand(int, char const**) */
void __thiscall CCommand::CCommand(CCommand *this,int param_1,char **param_2)
{
CCommand *__dest;
char *__s;
size_t __n;
char *pcVar1;
int iVar2;
CCommand *local_24;
CCommand *local_20;
if (s_bBuiltBreakSet == '\0') {
s_bBuiltBreakSet = '\x01';
CharacterSetBuild((characterset_t *)s_BreakSet,"{}()\':");
}
*(undefined4 *)(this + 4) = 0;
local_20 = this + 0x208;
this[8] = (CCommand)0x0;
local_24 = this + 8;
*(int *)this = param_1;
if (0 < param_1) {
iVar2 = 0;
do {
*(CCommand **)(this + iVar2 * 4 + 0x408) = local_20;
__n = _V_strlen(param_2[iVar2]);
memcpy(local_20,param_2[iVar2],__n + 1);
if (iVar2 == 0) {
*(size_t *)(this + 4) = __n;
}
local_20 = local_20 + __n + 1;
__s = param_2[iVar2];
pcVar1 = strchr(__s,0x20);
if (pcVar1 == (char *)0x0) {
memcpy(local_24,__s,__n);
local_24 = local_24 + __n;
}
else {
*local_24 = (CCommand)0x22;
__dest = local_24 + 1;
memcpy(__dest,param_2[iVar2],__n);
local_24 = __dest + __n + 1;
__dest[__n] = (CCommand)0x22;
}
if (param_1 + -1 != iVar2) {
*local_24 = (CCommand)0x20;
local_24 = local_24 + 1;
}
iVar2 = iVar2 + 1;
} while (iVar2 != param_1);
}
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.