SndTestCustomZombat
0x008e8d90 · 118 bytes · __cdecl
_Z19SndTestCustomZombatRK8CCommand
Decompiled
undefined (1 param)
/* SndTestCustomZombat(CCommand const&) */
void SndTestCustomZombat(CCommand *param_1)
{
char cVar1;
CBaseEntity *this;
int iVar2;
char *pcVar3;
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) {
pcVar3 = "";
if (1 < *(int *)param_1) {
pcVar3 = *(char **)(param_1 + 0x40c);
}
V_strncpy((char *)(this + 0x3da9),pcVar3,0x80);
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.