CResponseSystem::PopScript
0x005b4ec0 · 78 bytes · __thiscall
_ZN15CResponseSystem9PopScriptEv
Decompiled
undefined (1 param)
/* CResponseSystem::PopScript() */
void __thiscall CResponseSystem::PopScript(CResponseSystem *this)
{
int iVar1;
int iVar2;
if (0 < *(int *)(this + 0x3d8c)) {
iVar2 = 0;
iVar1 = *(int *)(this + 0x3d8c) + -1;
if (iVar1 != 0) {
_V_memmove(*(void **)(this + 0x3d80),(void *)((int)*(void **)(this + 0x3d80) + 0x10),
iVar1 * 0x10);
iVar2 = *(int *)(this + 0x3d8c) + -1;
}
*(int *)(this + 0x3d8c) = iVar2;
}
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.