TestAdrenaline
0x008e8d10 · 114 bytes · __cdecl
_Z14TestAdrenalineRK8CCommand
Decompiled
undefined (1 param)
/* TestAdrenaline(CCommand const&) */
void TestAdrenaline(CCommand *param_1)
{
char cVar1;
CBaseEntity *this;
int iVar2;
code *UNRECOVERED_JUMPTABLE;
this = (CBaseEntity *)UTIL_GetCommandClient();
if (this != (CBaseEntity *)0x0) {
cVar1 = (**(code **)(*(int *)this + 0x16c))(this);
if (cVar1 != '\0') {
cVar1 = (**(code **)(*(int *)this + 300))(this);
if (cVar1 != '\0') {
iVar2 = CBaseEntity::GetTeamNumber(this);
if (iVar2 == 2) {
if (*(int *)param_1 < 2) {
UNRECOVERED_JUMPTABLE = *(code **)(*(int *)(this + 0x3ab4) + 0x100);
}
else {
UNRECOVERED_JUMPTABLE = *(code **)(*(int *)(this + 0x3ab4) + 0xfc);
}
/* WARNING: Could not recover jumptable at 0x008e8d7c. Too many branches */
/* WARNING: Treating indirect jump as call */
(*UNRECOVERED_JUMPTABLE)();
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.