bf_write::WriteString
0x00099a40 · 97 bytes · __thiscall
_ZN8bf_write11WriteStringEPKc
Decompiled
undefined (2 params)
/* bf_write::WriteString(char const*) */
byte __thiscall bf_write::WriteString(bf_write *this,char *param_1)
{
char cVar1;
if (param_1 == (char *)0x0) {
WriteSBitLong(this,0,8);
}
else {
do {
WriteSBitLong(this,(int)*param_1,8);
cVar1 = *param_1;
param_1 = param_1 + 1;
} while (cVar1 != '\0');
}
return (byte)this[0x10] ^ 1;
}
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.