CommandNavCheckFileConsistency
0x0071a120 · 217 bytes · unknown
_Z30CommandNavCheckFileConsistencyv
Decompiled
undefined (0 params)
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* CommandNavCheckFileConsistency() */
void CommandNavCheckFileConsistency(void)
{
char cVar1;
char *pcVar2;
undefined4 uVar3;
undefined4 local_10 [2];
cVar1 = UTIL_IsCommandIssuedByServerAdmin();
if (cVar1 == '\0') {
return;
}
pcVar2 = (char *)(**(code **)(*filesystem + 0x80))
(filesystem,&DAT_00ca3e03,&DAT_00c146f4,local_10);
while (pcVar2 != (char *)0x0) {
uVar3 = CheckNavFile(pcVar2);
switch(uVar3) {
case 0:
Msg("The nav file for %s is up-to-date\n");
break;
case 1:
Warning("Missing nav file for %s\n",pcVar2);
break;
case 2:
Warning("Invalid nav file for %s\n",pcVar2);
break;
case 3:
Warning("Old nav file for %s\n",pcVar2);
break;
case 4:
Warning("The nav file for %s is built from an old version of the map\n",pcVar2);
}
pcVar2 = (char *)(**(code **)(*filesystem + 0x74))(filesystem,local_10[0]);
}
(**(code **)(*filesystem + 0x7c))(filesystem,local_10[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.