nb_delete_all
0x00752660 · 236 bytes · __cdecl
_ZL13nb_delete_allRK8CCommand
Decompiled
undefined (1 param)
/* nb_delete_all(CCommand const&) */
void nb_delete_all(CCommand *param_1)
{
char *pcVar1;
int *piVar2;
char cVar3;
int iVar4;
uint uVar5;
char *pcVar6;
int iVar7;
undefined4 local_20 [4];
cVar3 = UTIL_IsCommandIssuedByServerAdmin();
if (cVar3 != '\0') {
local_20[0] = 0xffffffff;
if (*(int *)param_1 == 2) {
pcVar1 = *(char **)(param_1 + 0x40c);
if (0 < DAT_00ff98e4) {
iVar4 = 0;
do {
piVar2 = *(int **)(g_Teams + iVar4 * 4);
pcVar6 = (char *)(**(code **)(*piVar2 + 0x32c))(piVar2);
if ((pcVar6 == pcVar1) || (iVar7 = _V_stricmp(pcVar1,pcVar6), iVar7 == 0)) {
piVar2 = *(int **)(g_Teams + iVar4 * 4);
if (piVar2 != (int *)0x0) {
local_20[0] = (**(code **)(*piVar2 + 0x328))(piVar2);
goto LAB_0075267f;
}
break;
}
iVar4 = iVar4 + 1;
} while (iVar4 < DAT_00ff98e4);
}
Msg("Invalid team \'%s\'\n",pcVar1);
}
else {
LAB_0075267f:
iVar4 = TheNextBots();
uVar5 = (uint)*(ushort *)(iVar4 + 0x10);
if (uVar5 != 0xffff) {
iVar7 = *(int *)(iVar4 + 4);
do {
cVar3 = NextBotDestroyer::operator()
((NextBotDestroyer *)local_20,*(INextBot **)(iVar7 + uVar5 * 8));
if (cVar3 == '\0') {
return;
}
iVar7 = *(int *)(iVar4 + 4);
uVar5 = (uint)*(ushort *)(iVar7 + 6 + uVar5 * 8);
} while (uVar5 != 0xffff);
}
}
}
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.