VScriptServerToggleGameDebug
0x00b456c0 · 220 bytes · unknown
_Z28VScriptServerToggleGameDebugv
Decompiled
undefined (0 params)
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* VScriptServerToggleGameDebug() */
void VScriptServerToggleGameDebug(void)
{
char *pcVar1;
int iVar2;
if (g_pScriptVM == (int *)0x0) {
Msg("Scripting disabled or no server running\n");
}
else {
pcVar1 = "Value: ON";
g_bVscriptGameDebugEnabled = g_bVscriptGameDebugEnabled ^ 1;
if (g_bVscriptGameDebugEnabled == 0) {
pcVar1 = "Value: OFF";
}
Msg("script_debug %s\n",pcVar1 + 7);
pcVar1 = "BeginScriptDebug";
if (g_bVscriptGameDebugEnabled == 0) {
pcVar1 = "EndScriptDebug";
}
iVar2 = (**(code **)(*g_pScriptVM + 0x48))(g_pScriptVM,pcVar1,0,0);
if (iVar2 != 0) {
(**(code **)(*g_pScriptVM + 0x50))(g_pScriptVM,iVar2,0,0,0,0,1);
(**(code **)(*g_pScriptVM + 0x4c))(g_pScriptVM,iVar2);
}
}
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.