DebugFireFailure
0x005669d0 · 215 bytes · __cdecl
_Z16DebugFireFailureP13CTerrorPlayerPKc
Decompiled
undefined (2 params)
/* DebugFireFailure(CTerrorPlayer*, char const*) */
void DebugFireFailure(CTerrorPlayer *param_1,char *param_2)
{
int iVar1;
int in_GS_OFFSET;
undefined **local_9c;
undefined1 local_98;
undefined1 local_97 [131];
undefined4 local_14;
int local_10;
local_10 = *(int *)(in_GS_OFFSET + 0x14);
if (*(int *)(param_1 + 0x30) == 0) {
iVar1 = 0;
}
else {
iVar1 = *(int *)(param_1 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
if ((*(int *)(GunDebugPlayerIndex._28_4_ + 0x30) == iVar1) && (((byte)param_1[0x1cb4] & 1) != 0))
{
local_9c = &PTR_InitQuietTruncation_00c50f80;
local_98 = 1;
local_97[0] = 0;
local_14 = 0;
CFmtStrN<128>::sprintf((CFmtStrN<128> *)&local_9c,"%s can\'t attack - %s\n","server",param_2);
UTIL_MessageText(param_1,local_97,0);
}
if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.