GetIncapacitatedMins
0x0051f1b0 · 86 bytes · unknown
_Z20GetIncapacitatedMinsv
Decompiled
undefined (0 params)
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* GetIncapacitatedMins() */
undefined1 * GetIncapacitatedMins(void)
{
int iVar1;
if (GetIncapacitatedMins()::s_incapMins != '\0') {
return GetIncapacitatedMins()::s_incapMins;
}
iVar1 = __cxa_guard_acquire(&GetIncapacitatedMins()::s_incapMins);
if (iVar1 != 0) {
GetIncapacitatedMins()::s_incapMins._0_4_ = 0xc2100000;
GetIncapacitatedMins()::s_incapMins._4_4_ = 0xc2100000;
GetIncapacitatedMins()::s_incapMins._8_4_ = 0;
__cxa_guard_release(&GetIncapacitatedMins()::s_incapMins);
}
return GetIncapacitatedMins()::s_incapMins;
}
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.