CC_Ent_Show_Response_Criteria
0x0060ee90 · 75 bytes · __cdecl
_Z29CC_Ent_Show_Response_CriteriaRK8CCommand
Decompiled
undefined (1 param)
/* CC_Ent_Show_Response_Criteria(CCommand const&) */
void CC_Ent_Show_Response_Criteria(CCommand *param_1)
{
CBasePlayer *pCVar1;
CBaseEntity *this;
char *pcVar2;
this = (CBaseEntity *)0x0;
while( true ) {
pcVar2 = "";
if (1 < *(int *)param_1) {
pcVar2 = *(char **)(param_1 + 0x40c);
}
pCVar1 = (CBasePlayer *)UTIL_GetCommandClient();
this = (CBaseEntity *)GetNextCommandEntity(pCVar1,pcVar2,this);
if (this == (CBaseEntity *)0x0) break;
CBaseEntity::DumpResponseCriteria(this);
}
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.