kill_helper
0x006432b0 · 493 bytes · __cdecl
_Z11kill_helperRK8CCommandbb
Decompiled
undefined (3 params)
/* kill_helper(CCommand const&, bool, bool) */
void kill_helper(CCommand *param_1,bool param_2,bool param_3)
{
char cVar1;
int iVar2;
int *piVar3;
char *pcVar4;
int iVar5;
char *pcVar6;
int iVar7;
double dVar8;
float local_28;
float local_24;
float local_20;
iVar2 = (-(uint)!param_2 & 0xfffffffd) + 4;
iVar5 = *(int *)param_1;
if ((iVar2 < iVar5) && (*(int *)(*(int *)(sv_cheats + 0x1c) + 0x30) != 0)) {
iVar5 = 1;
if (0 < *(int *)(gpGlobals + 0x14)) {
do {
piVar3 = (int *)UTIL_PlayerByIndex(iVar5);
if ((piVar3 != (int *)0x0) &&
(cVar1 = (**(code **)(*piVar3 + 0x16c))(piVar3), cVar1 != '\0')) {
pcVar6 = "";
if (1 < *(int *)param_1) {
pcVar6 = *(char **)(param_1 + 0x40c);
}
pcVar4 = (char *)(**(code **)(*piVar3 + 0xb8))(piVar3);
iVar2 = _V_strstr(pcVar4,pcVar6);
if (iVar2 != 0) {
if (!param_2) goto LAB_00643490;
goto LAB_00643376;
}
}
iVar5 = iVar5 + 1;
} while (iVar5 <= *(int *)(gpGlobals + 0x14));
}
}
else {
piVar3 = (int *)UTIL_GetCommandClient();
if (piVar3 != (int *)0x0) {
if (!param_2) {
LAB_00643490:
(**(code **)(*piVar3 + 0x770))(piVar3,param_3,0);
return;
}
if (iVar2 < iVar5) {
LAB_00643376:
iVar2 = 4;
iVar7 = 3;
iVar5 = 2;
}
else {
iVar2 = 3;
iVar7 = 2;
iVar5 = 1;
}
pcVar6 = "";
if (iVar5 < *(int *)param_1) {
pcVar6 = *(char **)(param_1 + iVar5 * 4 + 0x408);
}
dVar8 = strtod(pcVar6,(char **)0x0);
pcVar6 = "";
local_28 = (float)dVar8;
if (iVar7 < *(int *)param_1) {
pcVar6 = *(char **)(param_1 + iVar7 * 4 + 0x408);
}
dVar8 = strtod(pcVar6,(char **)0x0);
pcVar6 = "";
local_24 = (float)dVar8;
if (iVar2 < *(int *)param_1) {
pcVar6 = *(char **)(param_1 + iVar2 * 4 + 0x408);
}
dVar8 = strtod(pcVar6,(char **)0x0);
local_20 = (float)dVar8;
(**(code **)(*piVar3 + 0x774))(piVar3,&local_28,param_3,0);
}
}
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.