CC_Notarget_f
0x006411f0 · 176 bytes · unknown
_Z13CC_Notarget_fv
Decompiled
undefined (0 params)
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* CC_Notarget_f() */
void CC_Notarget_f(void)
{
char cVar1;
CBaseEntity *this;
if (*(int *)(*(int *)(sv_cheats + 0x1c) + 0x30) == 0) {
return;
}
this = (CBaseEntity *)UTIL_GetCommandClient();
if (this != (CBaseEntity *)0x0) {
cVar1 = (**(code **)(*(int *)this + 0x16c))(this);
if ((cVar1 != '\0') && (*(char *)(gpGlobals + 0x4d) == '\0')) {
CBaseEntity::ToggleFlag(this,0x8000);
if (((byte)this[0x151] & 0x80) == 0) {
ClientPrint((CBasePlayer *)this,2,"notarget OFF\n",(char *)0x0,(char *)0x0,(char *)0x0,
(char *)0x0);
}
else {
ClientPrint((CBasePlayer *)this,2,"notarget ON\n",(char *)0x0,(char *)0x0,(char *)0x0,
(char *)0x0);
}
}
}
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.