dump_server_demo
0x00820b90 · 143 bytes · __cdecl
_ZL16dump_server_demoRK8CCommand
Decompiled
undefined (1 param)
/* dump_server_demo(CCommand const&) */
void dump_server_demo(CCommand *param_1)
{
undefined1 *puVar1;
if (g_bAllowServerDemoWrite == '\0') {
DevMsg("Server demo not allowed now.\n");
return;
}
if (*(int *)param_1 == 2) {
if (g_pServerDemoSystem != (int *)0x0) {
g_bAllowServerDemoWrite = 0;
puVar1 = &DAT_00d539c2;
if (1 < *(int *)param_1) {
puVar1 = *(undefined1 **)(param_1 + 0x40c);
}
(**(code **)(*g_pServerDemoSystem + 0x10))(g_pServerDemoSystem,0xffffffff,puVar1);
g_bAllowServerDemoWrite = 1;
return;
}
DevMsg("Server demo system not initialized!\n");
return;
}
DevMsg("Please specify an output filename.\n");
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.