CDirectorChallengeMode::RestoreScriptTable
0x0089ed40 · 172 bytes · __thiscall
_ZN22CDirectorChallengeMode18RestoreScriptTableEPKcP9HSCRIPT__
Decompiled
undefined (3 params)
/* CDirectorChallengeMode::RestoreScriptTable(char const*, HSCRIPT__*) */
void __thiscall
CDirectorChallengeMode::RestoreScriptTable
(CDirectorChallengeMode *this,char *param_1,HSCRIPT__ *param_2)
{
char cVar1;
KeyValues *pKVar2;
if (*(int *)(this + 0x198) != 0) {
cVar1 = (**(code **)(*(int *)g_pScriptVM + 0x84))(g_pScriptVM,param_2);
if (cVar1 == '\0') {
Warning();
return;
}
pKVar2 = (KeyValues *)KeyValues::FindKey(*(KeyValues **)(this + 0x198),param_1,false);
if (pKVar2 != (KeyValues *)0x0) {
ScriptTableFromKeyValues(g_pScriptVM,pKVar2,param_2);
KeyValues::RemoveSubKey(*(KeyValues **)(this + 0x198),pKVar2);
KeyValues::deleteThis();
return;
}
}
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.