CCSGameRules::GetBlackMarketPriceList
0x00439110 · 143 bytes · __thiscall
_ZN12CCSGameRules23GetBlackMarketPriceListEv
Decompiled
undefined (1 param)
/* CCSGameRules::GetBlackMarketPriceList() */
int __thiscall CCSGameRules::GetBlackMarketPriceList(CCSGameRules *this)
{
int *piVar1;
int iVar2;
undefined4 uVar3;
undefined4 local_10;
if (*(int *)(this + 0x2e0) == 0) {
uVar3 = (**(code **)(*networkstringtable + 0x10))(networkstringtable,"BlackMarketTable");
*(undefined4 *)(this + 0x2e0) = uVar3;
}
iVar2 = *(int *)(this + 0x2e4);
if (iVar2 == 0) {
piVar1 = *(int **)(this + 0x2e0);
local_10 = 0;
if (piVar1 != (int *)0x0) {
iVar2 = (**(code **)(*piVar1 + 0x10))(piVar1);
if (0 < iVar2) {
iVar2 = (**(code **)(*piVar1 + 0x30))(piVar1,0,&local_10);
*(int *)(this + 0x2e4) = iVar2;
return iVar2;
}
iVar2 = *(int *)(this + 0x2e4);
}
}
return iVar2;
}
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.