test_point
0x008f5da0 · 283 bytes · __cdecl
_ZL10test_pointRK8CCommand
Decompiled
undefined (1 param)
/* test_point(CCommand const&) */
void test_point(CCommand *param_1)
{
char cVar1;
char *pcVar2;
double dVar3;
double dVar4;
float local_18;
float local_14;
float local_10;
if (*(int *)param_1 != 4) {
return;
}
dVar3 = strtod(*(char **)(param_1 + 0x414),(char **)0x0);
pcVar2 = "";
if (2 < *(int *)param_1) {
pcVar2 = *(char **)(param_1 + 0x410);
}
dVar4 = strtod(pcVar2,(char **)0x0);
pcVar2 = "";
local_14 = (float)dVar4;
if (1 < *(int *)param_1) {
pcVar2 = *(char **)(param_1 + 0x40c);
}
dVar4 = strtod(pcVar2,(char **)0x0);
local_18 = (float)dVar4;
local_10 = (float)dVar3;
cVar1 = IsPointInMap((Vector *)&local_18,(CTerrorPlayer *)0x0);
pcVar2 = "";
if (cVar1 == '\0') {
pcVar2 = " not";
}
DevMsg("Pos %f %f %f is%s in the map.\n",(double)local_18,(double)local_14,(double)local_10,pcVar2
);
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.