CGlobalState::DumpGlobals
0x006d6c10 · 190 bytes · __thiscall
_ZN12CGlobalState11DumpGlobalsEv
Decompiled
undefined (1 param)
/* CGlobalState::DumpGlobals() */
void __thiscall CGlobalState::DumpGlobals(CGlobalState *this)
{
undefined4 uVar1;
undefined4 uVar2;
int iVar3;
undefined4 uVar4;
undefined4 uVar5;
int iVar6;
int iVar7;
undefined2 local_20;
undefined2 local_1e [7];
Msg("-- Globals --\n");
if (0 < *(int *)(this + 0x54)) {
iVar6 = 0;
iVar7 = 0;
do {
iVar7 = iVar7 + 1;
iVar3 = *(int *)(this + 0x48) + iVar6;
uVar1 = *(undefined4 *)(iVar3 + 8);
local_1e[0] = *(undefined2 *)(iVar3 + 2);
uVar2 = *(undefined4 *)(DumpGlobals()::estates + *(int *)(iVar3 + 4) * 4);
uVar4 = CUtlSymbolTable::String((CUtlSymbolTable *)(this + 0xc),local_1e);
local_20 = *(undefined2 *)(*(int *)(this + 0x48) + iVar6);
iVar6 = iVar6 + 0xc;
uVar5 = CUtlSymbolTable::String((CUtlSymbolTable *)(this + 0xc),&local_20);
Msg("%s: %s (%s) = %d\n",uVar5,uVar4,uVar2,uVar1);
} while (iVar7 < *(int *)(this + 0x54));
}
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.