CollectEntityModelName
0x008030c0 · 160 bytes · __cdecl
_Z22CollectEntityModelNameRK8CCommand
Decompiled
undefined (1 param)
/* CollectEntityModelName(CCommand const&) */
void CollectEntityModelName(CCommand *param_1)
{
code *pcVar1;
int *piVar2;
int iVar3;
undefined1 *puVar4;
undefined1 *local_20 [4];
piVar2 = (int *)UTIL_GetCommandClient();
iVar3 = (**(code **)(g_pFullFileSystem[1] + 8))
(g_pFullFileSystem + 1,"CollectedEntities.txt","at",0);
if (iVar3 != 0) {
pcVar1 = *(code **)(*g_pFullFileSystem + 100);
(**(code **)(*piVar2 + 0x20))(local_20,piVar2);
puVar4 = &DAT_00d539c2;
if (local_20[0] != (undefined1 *)0x0) {
puVar4 = local_20[0];
}
(*pcVar1)(g_pFullFileSystem,iVar3,&DAT_00c5799e,puVar4);
(**(code **)(g_pFullFileSystem[1] + 0xc))(g_pFullFileSystem + 1,iVar3);
}
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.