CC_Player_Use
0x0063fd10 · 85 bytes · __cdecl
_Z13CC_Player_UseRK8CCommand
Decompiled
undefined (1 param)
/* CC_Player_Use(CCommand const&) */
void CC_Player_Use(CCommand *param_1)
{
char cVar1;
int *piVar2;
undefined1 *puVar3;
piVar2 = (int *)UTIL_GetCommandClient();
if (piVar2 != (int *)0x0) {
cVar1 = (**(code **)(*piVar2 + 0x16c))(piVar2);
if (cVar1 != '\0') {
puVar3 = &DAT_00d539c2;
if (1 < *(int *)param_1) {
puVar3 = *(undefined1 **)(param_1 + 0x40c);
}
(**(code **)(*piVar2 + 0x6b4))(piVar2,puVar3,0);
}
}
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.