CTerrorPlayer::CheatImpulseCommands
0x009ddfb0 · 369 bytes · __thiscall
_ZN13CTerrorPlayer20CheatImpulseCommandsEi
Decompiled
undefined (2 params)
/* CTerrorPlayer::CheatImpulseCommands(int) */
void __thiscall CTerrorPlayer::CheatImpulseCommands(CTerrorPlayer *this,int param_1)
{
if (param_1 != 0x65) {
CCSPlayer::CheatImpulseCommands((CCSPlayer *)this,param_1);
return;
}
if (*(int *)(*(int *)(sv_cheats + 0x1c) + 0x30) == 0) {
return;
}
gEvilImpulse101 = 1;
CBaseCombatCharacter::GiveAmmo((int)this,(char *)0x9c4,true);
CBaseCombatCharacter::GiveAmmo((int)this,(char *)0x9c4,true);
CBaseCombatCharacter::GiveAmmo((int)this,(char *)0x9c4,true);
CBaseCombatCharacter::GiveAmmo((int)this,(char *)0x9c4,true);
CBaseCombatCharacter::GiveAmmo((int)this,(char *)0x9c4,true);
CBaseCombatCharacter::GiveAmmo((int)this,(char *)0x9c4,true);
CBaseCombatCharacter::GiveAmmo((int)this,(char *)0x9c4,true);
CBaseCombatCharacter::GiveAmmo((int)this,(char *)0x9c4,true);
CBaseCombatCharacter::GiveAmmo((int)this,(char *)0x9c4,true);
gEvilImpulse101 = 0;
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.