CKickIssue::ExecuteCommand
0x00a051e0 · 415 bytes · __thiscall
_ZN10CKickIssue14ExecuteCommandEv
Decompiled
undefined (1 param)
/* CKickIssue::ExecuteCommand() */
void __thiscall CKickIssue::ExecuteCommand(CKickIssue *this)
{
code *pcVar1;
undefined4 uVar2;
int in_GS_OFFSET;
CTerrorPlayer *local_130;
CFmtStrN<256> local_12c [5];
undefined1 local_127 [263];
int local_20;
local_130 = (CTerrorPlayer *)0x0;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
FindPlayerFromDetails(this,(char *)(this + 0x44),&local_130);
if (local_130 == (CTerrorPlayer *)0x0) {
if (((this[0x85] != (CKickIssue)0x0) && (0 < *(int *)(sv_vote_kick_ban_duration._28_4_ + 0x30)))
&& (this[0x84] == (CKickIssue)0x0)) {
pcVar1 = *(code **)(*engine + 0x94);
CFmtStrN<256>::CFmtStrN
(local_12c,"banid %d %s;",*(int *)(sv_vote_kick_ban_duration._28_4_ + 0x30),
this + 0x85);
(*pcVar1)(engine,local_127);
}
}
else {
if ((0 < *(int *)(sv_vote_kick_ban_duration._28_4_ + 0x30)) && (this[0x84] == (CKickIssue)0x0))
{
pcVar1 = *(code **)(*engine + 0x94);
uVar2 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(local_130 + 0x30));
CFmtStrN<256>::CFmtStrN
(local_12c,"banid %d %d;",*(undefined4 *)(sv_vote_kick_ban_duration._28_4_ + 0x30),
uVar2);
(*pcVar1)(engine,local_127);
}
pcVar1 = *(code **)(*engine + 0x94);
uVar2 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(local_130 + 0x30));
CFmtStrN<256>::CFmtStrN(local_12c,"kickid %d You have been voted off;",uVar2);
(*pcVar1)(engine,local_127);
}
if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.