director_log_scavenge_items
0x008a9880 · 103 bytes · __cdecl
_ZL27director_log_scavenge_itemsRK8CCommand
Decompiled
undefined (1 param)
/* director_log_scavenge_items(CCommand const&) */
void director_log_scavenge_items(CCommand *param_1)
{
char cVar1;
CCommand *pCVar2;
cVar1 = UTIL_IsCommandIssuedByServerAdmin();
if (cVar1 != '\0') {
if (*(int *)param_1 == 2) {
pCVar2 = (CCommand *)&DAT_00d539c2;
if (*(int *)(param_1 + 4) != 0) {
pCVar2 = param_1 + *(int *)(param_1 + 4) + 8;
}
CDirectorItemManager::LogScavengeItems
(*(CDirectorItemManager **)(TheDirector + 0x62c),(char *)pCVar2);
return;
}
CDirectorItemManager::LogScavengeItems
(*(CDirectorItemManager **)(TheDirector + 0x62c),"scavenge_items.log");
}
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.