cs_make_vip
0x0065b9a0 · 105 bytes · __cdecl
_ZL11cs_make_vipRK8CCommand
Decompiled
undefined (1 param)
/* cs_make_vip(CCommand const&) */
void cs_make_vip(CCommand *param_1)
{
char cVar1;
long lVar2;
int iVar3;
NotVIP local_d [5];
cVar1 = UTIL_IsCommandIssuedByServerAdmin();
if ((cVar1 != '\0') && (*(int *)param_1 == 2)) {
lVar2 = strtol(*(char **)(param_1 + 0x40c),(char **)0x0,10);
iVar3 = UTIL_PlayerByIndex(lVar2);
if (iVar3 != 0) {
ForEachPlayer<NotVIP>(local_d);
*(undefined1 *)(iVar3 + 0x2a10) = 1;
return;
}
ForEachPlayer<NotVIP>(local_d);
}
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.