CC_CreateFlashlight
0x00693970 · 222 bytes · __cdecl
_Z19CC_CreateFlashlightRK8CCommand
Decompiled
undefined (1 param)
/* CC_CreateFlashlight(CCommand const&) */
void CC_CreateFlashlight(CCommand *param_1)
{
int *piVar1;
undefined4 *puVar2;
int iVar3;
int local_40 [3];
undefined4 local_34;
undefined4 local_30;
undefined4 local_2c;
undefined1 local_28 [24];
piVar1 = (int *)UTIL_GetCommandClient();
if (piVar1 != (int *)0x0) {
puVar2 = (undefined4 *)(**(code **)(*piVar1 + 0x238))(piVar1);
local_34 = *puVar2;
local_30 = puVar2[1];
local_2c = puVar2[2];
(**(code **)(*piVar1 + 0x234))(local_28,piVar1);
iVar3 = CreateEntityByName("env_projectedtexture",-1,true);
if (iVar3 == 0) {
piVar1 = (int *)0x0;
}
else {
piVar1 = (int *)__dynamic_cast(iVar3,&CBaseEntity::typeinfo,&CEnvProjectedTexture::typeinfo,0)
;
}
if (1 < *(int *)param_1) {
AllocPooledString((char *)local_40);
piVar1[0x55] = local_40[0];
}
(**(code **)(*piVar1 + 0x1dc))(piVar1,local_28,&local_34,0);
}
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.