CBaseIssue::ListStandardPlayerNameCommand
0x00b417f0 · 131 bytes · __cdecl
_ZN10CBaseIssue29ListStandardPlayerNameCommandEP11CBasePlayerPKc
Decompiled
undefined (2 params)
/* CBaseIssue::ListStandardPlayerNameCommand(CBasePlayer*, char const*) */
void CBaseIssue::ListStandardPlayerNameCommand(CBasePlayer *param_1,char *param_2)
{
char cVar1;
int *piVar2;
char *pcVar3;
int iVar4;
iVar4 = 1;
do {
piVar2 = (int *)UTIL_PlayerByIndex(iVar4);
if (piVar2 != (int *)0x0) {
cVar1 = (**(code **)(*piVar2 + 0x778))(piVar2);
if (cVar1 == '\0') {
pcVar3 = (char *)(**(code **)(*piVar2 + 0xb8))(piVar2);
ClientPrint(param_1,2,"callvote %s1 %s2\n",param_2,pcVar3,(char *)0x0,(char *)0x0);
}
}
iVar4 = iVar4 + 1;
} while (iVar4 != 0x21);
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.