giveSpecificItem
0x0093b570 · 38 bytes · __cdecl
_ZL16giveSpecificItemRK8CCommand
Decompiled
undefined (1 param)
/* giveSpecificItem(CCommand const&) */
void giveSpecificItem(CCommand *param_1)
{
undefined4 local_10 [3];
if (*(int *)param_1 != 2) {
return;
}
local_10[0] = *(undefined4 *)(param_1 + 0x40c);
ForEachSurvivor<GiveItemScan>((GiveItemScan *)local_10);
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.