CGameRules::RefreshSkillData
0x0045ed60 · 257 bytes · __thiscall
_ZN10CGameRules16RefreshSkillDataEb
Decompiled
undefined (2 params)
/* CGameRules::RefreshSkillData(bool) */
void __thiscall CGameRules::RefreshSkillData(CGameRules *this,bool param_1)
{
code *pcVar1;
char cVar2;
undefined1 *puVar3;
int iVar4;
undefined4 uVar5;
int in_GS_OFFSET;
ConVarRef local_128 [4];
int local_124;
char local_120 [256];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
if ((param_1) || (iVar4 = GlobalEntity_GetIndex("skill.cfg"), iVar4 < 0)) {
puVar3 = &DAT_00d539c2;
if (*(undefined1 **)(gpGlobals + 0x3c) != (undefined1 *)0x0) {
puVar3 = *(undefined1 **)(gpGlobals + 0x3c);
}
GlobalEntity_Add("skill.cfg",puVar3,1);
ConVarRef::ConVarRef(local_128,"skill");
pcVar1 = *(code **)(*(int *)this + 0xc4);
cVar2 = ConVarRef::IsValid(local_128);
uVar5 = 1;
if (cVar2 != '\0') {
uVar5 = *(undefined4 *)(local_124 + 0x30);
}
(*pcVar1)(this,uVar5);
uVar5 = (**(code **)(*(int *)this + 0xbc))(this);
V_snprintf(local_120,0x100,"exec skill%d.cfg\n",uVar5);
(**(code **)(*engine + 0x94))(engine,local_120);
}
if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.