script_add_watch_pattern
0x00b45e70 · 148 bytes · __cdecl
_ZL24script_add_watch_patternRK8CCommand
Decompiled
undefined (1 param)
/* script_add_watch_pattern(CCommand const&) */
void script_add_watch_pattern(CCommand *param_1)
{
code *pcVar1;
undefined1 *puVar2;
int in_GS_OFFSET;
CFmtStrN<256> local_11c [5];
undefined1 local_117 [263];
int local_10;
local_10 = *(int *)(in_GS_OFFSET + 0x14);
if (g_pScriptVM == (int *)0x0) {
Msg("Scripting disabled or no server running\n");
}
else {
puVar2 = &DAT_00d539c2;
if (1 < *(int *)param_1) {
puVar2 = *(undefined1 **)(param_1 + 0x40c);
}
pcVar1 = *(code **)(*g_pScriptVM + 0x28);
CFmtStrN<256>::CFmtStrN(local_11c,"ScriptDebugAddWatchPattern( \"%s\" )",puVar2);
(*pcVar1)(g_pScriptVM,local_117,1);
}
if (local_10 == *(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.