CVoteController::ListIssues
0x00b414e0 · 203 bytes · __thiscall
_ZN15CVoteController10ListIssuesEP11CBasePlayer
Decompiled
undefined (2 params)
/* CVoteController::ListIssues(CBasePlayer*) */
void __thiscall CVoteController::ListIssues(CVoteController *this,CBasePlayer *param_1)
{
int *piVar1;
int iVar2;
if (*(int *)(sv_allow_votes._28_4_ + 0x30) != 0) {
iVar2 = 0;
ClientPrint(param_1,2,"---Vote commands---\n",(char *)0x0,(char *)0x0,(char *)0x0,(char *)0x0);
if (0 < *(int *)(this + 0x54c)) {
do {
piVar1 = *(int **)(*(int *)(this + 0x540) + iVar2 * 4);
iVar2 = iVar2 + 1;
(**(code **)(*piVar1 + 0x30))(piVar1,param_1);
} while (iVar2 < *(int *)(this + 0x54c));
}
ClientPrint(param_1,2,"--- End Vote commands---\n",(char *)0x0,(char *)0x0,(char *)0x0,
(char *)0x0);
return;
}
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.