CTextStat::GetTextStatsList
0x00af4a00 · 104 bytes · __cdecl
_ZN9CTextStat16GetTextStatsListEv
Decompiled
undefined (0 params)
/* CTextStat::GetTextStatsList() */
undefined1 * CTextStat::GetTextStatsList(void)
{
int iVar1;
if (GetTextStatsList()::theList != '\0') {
return GetTextStatsList()::theList;
}
iVar1 = __cxa_guard_acquire(&GetTextStatsList()::theList);
if (iVar1 != 0) {
GetTextStatsList()::theList._4_4_ = GetTextStatsList()::theList;
GetTextStatsList()::theList._0_4_ = GetTextStatsList()::theList;
__cxa_guard_release(&GetTextStatsList()::theList);
__cxa_atexit(~CTextStat,GetTextStatsList()::theList,&__dso_handle);
}
return GetTextStatsList()::theList;
}
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.