CBaseIssue::ListStandardIntCommand
0x00b418d0 · 168 bytes · __cdecl
_ZN10CBaseIssue22ListStandardIntCommandEP11CBasePlayerPKcii
Decompiled
undefined (4 params)
/* CBaseIssue::ListStandardIntCommand(CBasePlayer*, char const*, int, int) */
void CBaseIssue::ListStandardIntCommand(CBasePlayer *param_1,char *param_2,int param_3,int param_4)
{
int in_GS_OFFSET;
char local_60 [64];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
for (; param_3 <= param_4; param_3 = param_3 + 1) {
V_snprintf(local_60,0x40,"callvote %s %d\n",param_2,param_3);
ClientPrint(param_1,2,local_60,(char *)0x0,(char *)0x0,(char *)0x0,(char *)0x0);
}
if (local_20 == *(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.