NBDebugAutocomplete
0x00757c80 · 261 bytes · __cdecl
_Z19NBDebugAutocompletePKcPA64_c
Decompiled
undefined (2 params)
/* NBDebugAutocomplete(char const*, char (*) [64]) */
int NBDebugAutocomplete(char *param_1,char *param_2)
{
int iVar1;
int iVar2;
int iVar3;
int iVar4;
char *pcVar5;
int in_GS_OFFSET;
int local_74;
char local_60 [64];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
iVar1 = _V_strstr(param_1," ");
local_74 = 0;
if (iVar1 != 0) {
pcVar5 = "BEHAVIOR";
iVar4 = 0;
V_StrSlice(param_1,0,iVar1 - (int)param_1,local_60,0x40);
iVar2 = _V_strlen(param_1 + (iVar1 - (int)param_1) + 1);
local_74 = 0;
do {
iVar3 = V_strnicmp(pcVar5,param_1 + (iVar1 - (int)param_1) + 1,iVar2);
if (iVar3 == 0) {
iVar3 = local_74 + 1;
V_snprintf(param_2 + local_74 * 0x40,0x40,"%s %s",local_60,pcVar5);
local_74 = iVar3;
if (iVar3 == 0x40) {
local_74 = 0x40;
break;
}
}
iVar4 = iVar4 + 1;
pcVar5 = *(char **)(debugTypeName + iVar4 * 4);
} while (pcVar5 != (char *)0x0);
}
if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
return local_74;
}
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.