CC_AirDensity
0x00779560 · 125 bytes · __cdecl
_Z13CC_AirDensityRK8CCommand
Decompiled
undefined (1 param)
/* CC_AirDensity(CCommand const&) */
void CC_AirDensity(CCommand *param_1)
{
longdouble lVar1;
double dVar2;
if (physenv != (int *)0x0) {
if (*(int *)param_1 < 2) {
lVar1 = (longdouble)(**(code **)(*physenv + 0x1c))(physenv);
Msg("air_density <value>\nCurrent air density is %.2f\n",(double)(float)lVar1);
return;
}
dVar2 = strtod(*(char **)(param_1 + 0x40c),(char **)0x0);
(**(code **)(*physenv + 0x18))(physenv,(float)dVar2);
}
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.