CResponseSystem::ResolveToken
0x005b7f10 · 178 bytes · __thiscall
_ZN15CResponseSystem12ResolveTokenER7MatcherPcjPKc
Decompiled
undefined (5 params)
/* CResponseSystem::ResolveToken(Matcher&, char*, unsigned int, char const*) */
void __thiscall
CResponseSystem::ResolveToken
(CResponseSystem *this,Matcher *param_1,char *param_2,uint param_3,char *param_4)
{
longdouble lVar1;
bool local_d;
if (*param_4 != '[') {
V_strncpy(param_2,param_4,param_3);
return;
}
local_d = false;
lVar1 = (longdouble)LookupEnumeration(this,param_4,&local_d);
if (local_d == false) {
V_strncpy(param_2,param_4,param_3);
ResponseWarning(this,"No such enumeration \'%s\'\n",param_2);
return;
}
V_snprintf(param_2,param_3,"%f",(double)(float)lVar1);
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.