CCSPlayer::ShowMOTD
0x0065a660 · 264 bytes · __thiscall
_ZN9CCSPlayer8ShowMOTDEv
Decompiled
undefined (1 param)
/* CCSPlayer::ShowMOTD() */
void __thiscall CCSPlayer::ShowMOTD(CCSPlayer *this)
{
char cVar1;
int iVar2;
KeyValues *this_00;
undefined *puVar3;
cVar1 = (**(code **)(*(int *)this + 0x778))(this);
if ((cVar1 == '\0') && (g_pStringTableInfoPanel != (int *)0x0)) {
puVar3 = &DAT_00c6d1bb;
iVar2 = (**(code **)(*g_pStringTableInfoPanel + 0x34))(g_pStringTableInfoPanel);
if (iVar2 != 0xffff) {
this_00 = KeyValues::operator_new((KeyValues *)0x2c,(uint)puVar3);
/* try { // try from 0065a6cf to 0065a6d3 has its CatchHandler @ 0065a76f */
KeyValues::KeyValues(this_00,"data",(IKeyValuesSystem *)0x0,false);
KeyValues::SetString(this_00,"title","#L4D_MOTD");
KeyValues::SetString(this_00,"type","1");
KeyValues::SetString(this_00,"msg","motd");
KeyValues::SetString(this_00,"cmd","joingame");
(**(code **)(*(int *)this + 0x580))(this,"info",1,this_00);
KeyValues::deleteThis();
return;
}
}
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.