CKickIssue::ListIssueDetails
0x00a04780 · 140 bytes · __thiscall
_ZN10CKickIssue16ListIssueDetailsEP11CBasePlayer
Decompiled
undefined (2 params)
/* CKickIssue::ListIssueDetails(CBasePlayer*) */
void __thiscall CKickIssue::ListIssueDetails(CKickIssue *this,CBasePlayer *param_1)
{
undefined4 uVar1;
int in_GS_OFFSET;
char local_50 [64];
int local_10;
local_10 = *(int *)(in_GS_OFFSET + 0x14);
uVar1 = CBaseIssue::GetTypeString((CBaseIssue *)this);
V_snprintf(local_50,0x40,"callvote %s <userID>\n",uVar1);
ClientPrint(param_1,2,local_50,(char *)0x0,(char *)0x0,(char *)0x0,(char *)0x0);
if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.