CC_GroundList_f
0x00641ea0 · 182 bytes · __cdecl
_Z15CC_GroundList_fRK8CCommand
Decompiled
undefined (1 param)
/* CC_GroundList_f(CCommand const&) */
void CC_GroundList_f(CCommand *param_1)
{
byte *pbVar1;
int *piVar2;
char cVar3;
uint uVar4;
byte *pbVar5;
CBaseEntity *pCVar6;
cVar3 = UTIL_IsCommandIssuedByServerAdmin();
if (cVar3 != '\0') {
if (*(int *)param_1 == 2) {
uVar4 = strtol(*(char **)(param_1 + 0x40c),(char **)0x0,10);
if ((((uVar4 < 0x800) && (pbVar1 = *(byte **)(gpGlobals + 0x58), pbVar1 != (byte *)0x0)) &&
((pbVar5 = pbVar1 + uVar4 * 0x10, (pbVar1[uVar4 * 0x10] & 2) == 0 ||
(pbVar5 = pbVar1, (*pbVar1 & 2) == 0)))) &&
((piVar2 = *(int **)(pbVar5 + 0xc), piVar2 != (int *)0x0 &&
(pCVar6 = (CBaseEntity *)(**(code **)(*piVar2 + 0x18))(piVar2),
pCVar6 != (CBaseEntity *)0x0)))) {
DescribeGroundList(pCVar6);
return;
}
}
else {
pCVar6 = (CBaseEntity *)0x0;
while (pCVar6 = (CBaseEntity *)
CGlobalEntityList::NextEnt((CGlobalEntityList *)gEntList,pCVar6),
pCVar6 != (CBaseEntity *)0x0) {
DescribeGroundList(pCVar6);
}
Msg("--- %i links\n",groundlinksallocated);
}
}
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.