CChangeDifficultyIssue::ExecuteCommand
0x00a04670 · 94 bytes · __thiscall
_ZN22CChangeDifficultyIssue14ExecuteCommandEv
Decompiled
undefined (1 param)
/* CChangeDifficultyIssue::ExecuteCommand() */
void __thiscall CChangeDifficultyIssue::ExecuteCommand(CChangeDifficultyIssue *this)
{
int iVar1;
if (ExecuteCommand()::ZombieDifficulty == '\0') {
iVar1 = __cxa_guard_acquire(&ExecuteCommand()::ZombieDifficulty);
if (iVar1 != 0) {
/* try { // try from 00a046bf to 00a046c3 has its CatchHandler @ 00a046d2 */
ConVarRef::ConVarRef((ConVarRef *)&ExecuteCommand()::ZombieDifficulty,"z_difficulty");
__cxa_guard_release(&ExecuteCommand()::ZombieDifficulty);
}
}
(**(code **)*ExecuteCommand()::ZombieDifficulty)(ExecuteCommand()::ZombieDifficulty,this + 0x44);
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.