go_away_from_keyboard
0x009a1df0 · 70 bytes · __cdecl
_ZL21go_away_from_keyboardRK8CCommand
Decompiled
undefined (1 param)
/* go_away_from_keyboard(CCommand const&) */
void go_away_from_keyboard(CCommand *param_1)
{
char cVar1;
CTerrorPlayer *pCVar2;
CTerrorPlayer *this;
pCVar2 = (CTerrorPlayer *)UTIL_GetCommandClient();
if (pCVar2 != (CTerrorPlayer *)0x0) {
cVar1 = (**(code **)(*(int *)pCVar2 + 0x16c))(pCVar2);
if (cVar1 != '\0') {
cVar1 = (**(code **)(*(int *)pCVar2 + 0x16c))(pCVar2);
this = (CTerrorPlayer *)0x0;
if (cVar1 != '\0') {
this = pCVar2;
}
CTerrorPlayer::Input_GoAwayFromKeyboard(this);
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.