mp_forcewin
0x004c8f10 · 218 bytes · __cdecl
_ZL11mp_forcewinRK8CCommand
Decompiled
undefined (1 param)
/* mp_forcewin(CCommand const&) */
void mp_forcewin(CCommand *param_1)
{
char cVar1;
int *piVar2;
int iVar3;
CBaseEntity *this;
cVar1 = UTIL_IsCommandIssuedByServerAdmin();
if ((cVar1 != '\0') && (g_pGameRules != 0)) {
piVar2 = (int *)__dynamic_cast(g_pGameRules,&CGameRules::typeinfo,
&CTeamplayRoundBasedRules::typeinfo,0);
if (piVar2 != (int *)0x0) {
if (*(int *)param_1 == 1) {
this = (CBaseEntity *)UTIL_PlayerByIndex(1);
iVar3 = CBaseEntity::GetTeamNumber(this);
}
else {
if (*(int *)param_1 != 2) {
Msg();
return;
}
iVar3 = strtol(*(char **)(param_1 + 0x40c),(char **)0x0,10);
}
(**(code **)(*piVar2 + 0x268))(piVar2,iVar3,(-(iVar3 == 0) & 4U) + 1,1,0,0);
}
}
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.