CUserMessages::Register
0x0057d430 · 190 bytes · __thiscall
_ZN13CUserMessages8RegisterEPKci
Decompiled
undefined (3 params)
/* CUserMessages::Register(char const*, int) */
void __thiscall CUserMessages::Register(CUserMessages *this,char *param_1,int param_2)
{
int iVar1;
int *piVar2;
char *local_24;
int *local_20;
if (param_1 != (char *)0x0) {
local_24 = param_1;
iVar1 = CUtlRBTree<CUtlMap<char_const*,CUserMessage*,int>::Node_t,int,CUtlMap<char_const*,CUserMessage*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,CUserMessage*,int>::Node_t,int>,int>>
::Find((CUtlRBTree<CUtlMap<char_const*,CUserMessage*,int>::Node_t,int,CUtlMap<char_const*,CUserMessage*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,CUserMessage*,int>::Node_t,int>,int>>
*)this,(Node_t *)&local_24);
if (iVar1 != -1) {
Error("CUserMessages::Register \'%s\' already registered\n",param_1);
}
}
piVar2 = ::operator_new(0x30);
piVar2[2] = 0;
piVar2[3] = 0;
piVar2[4] = 0;
piVar2[5] = 0;
piVar2[6] = 0;
piVar2[7] = 0;
piVar2[8] = 0;
piVar2[9] = 0;
piVar2[10] = 0;
piVar2[0xb] = 0;
piVar2[1] = (int)param_1;
*piVar2 = param_2;
local_24 = strdup(param_1);
local_20 = piVar2;
CUtlRBTree<CUtlMap<char_const*,CUserMessage*,int>::Node_t,int,CUtlMap<char_const*,CUserMessage*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,CUserMessage*,int>::Node_t,int>,int>>
::Insert((CUtlRBTree<CUtlMap<char_const*,CUserMessage*,int>::Node_t,int,CUtlMap<char_const*,CUserMessage*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,CUserMessage*,int>::Node_t,int>,int>>
*)this,(Node_t *)&local_24);
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.