script_debug
0x00b457a0 · 126 bytes · __cdecl
_ZL12script_debugRK8CCommand
Decompiled
undefined (1 param)
/* script_debug(CCommand const&) */
void script_debug(CCommand *param_1)
{
int iVar1;
if (*(int *)param_1 < 2) {
iVar1 = tolower(0);
}
else {
iVar1 = tolower((int)**(char **)(param_1 + 0x40c));
}
if (iVar1 != 0x77) {
if (iVar1 == 0x6d) {
(**(code **)(*g_pScriptVM + 0x28))
(g_pScriptVM,"ScriptDebugDrawTextEnabled = !ScriptDebugDrawTextEnabled",1);
return;
}
VScriptServerToggleGameDebug();
return;
}
(**(code **)(*g_pScriptVM + 0x28))
(g_pScriptVM,"ScriptDebugDrawWatchesEnabled = !ScriptDebugDrawWatchesEnabled",1);
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.