CPointBroadcastClientCommand::InputCommand
0x0063f820 · 224 bytes · __thiscall
_ZN28CPointBroadcastClientCommand12InputCommandER11inputdata_t
Decompiled
undefined (2 params)
/* CPointBroadcastClientCommand::InputCommand(inputdata_t&) */
void __thiscall
CPointBroadcastClientCommand::InputCommand(CPointBroadcastClientCommand *this,inputdata_t *param_1)
{
code *pcVar1;
char *pcVar2;
int iVar3;
undefined1 *puVar4;
int iVar5;
int *local_20;
if (*(int *)(param_1 + 0x18) == 2) {
pcVar2 = "";
if (*(char **)(param_1 + 8) != (char *)0x0) {
pcVar2 = *(char **)(param_1 + 8);
}
}
else {
pcVar2 = (char *)variant_t::ToString((variant_t *)(param_1 + 8));
}
if ((*pcVar2 != '\0') && (0 < *(int *)(gpGlobals + 0x14))) {
iVar5 = 1;
do {
iVar3 = UTIL_PlayerByIndex(iVar5);
if (((iVar3 != 0) && (iVar3 = *(int *)(iVar3 + 0x30), iVar3 != 0)) &&
(*(int *)(iVar3 + 0xc) != 0)) {
pcVar1 = *(code **)(*engine + 0x9c);
if (*(int *)(param_1 + 0x18) == 2) {
puVar4 = *(undefined1 **)(param_1 + 8);
local_20 = engine;
if (puVar4 == (undefined1 *)0x0) {
puVar4 = &DAT_00d539c2;
}
}
else {
puVar4 = (undefined1 *)variant_t::ToString((variant_t *)(param_1 + 8));
local_20 = engine;
}
engine = local_20;
(*pcVar1)(local_20,iVar3,&DAT_00c5799e,puVar4);
}
iVar5 = iVar5 + 1;
} while (iVar5 <= *(int *)(gpGlobals + 0x14));
}
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.