script_reload_think
0x00b47b20 · 172 bytes · __cdecl
_ZL19script_reload_thinkRK8CCommand
Decompiled
undefined (1 param)
/* script_reload_think(CCommand const&) */
void script_reload_think(CCommand *param_1)
{
char cVar1;
CBasePlayer *pCVar2;
CBaseEntity *pCVar3;
char *pcVar4;
cVar1 = UTIL_IsCommandIssuedByServerAdmin();
if (cVar1 != '\0') {
pcVar4 = "";
if ((1 < *(int *)param_1) && (pcVar4 = *(char **)(param_1 + 0x40c), *pcVar4 == '\0')) {
pcVar4 = "";
}
if (g_pScriptVM == 0) {
Msg();
return;
}
pCVar2 = (CBasePlayer *)UTIL_GetCommandClient();
if (pCVar2 != (CBasePlayer *)0x0) {
pCVar3 = (CBaseEntity *)0x0;
while( true ) {
pCVar3 = (CBaseEntity *)GetNextCommandEntity(pCVar2,pcVar4,pCVar3);
if (pCVar3 == (CBaseEntity *)0x0) break;
if ((*(HSCRIPT__ **)(pCVar3 + 1000) != (HSCRIPT__ *)&DAT_ffffffff) &&
(*(char **)(pCVar3 + 0x3e4) != (char *)0x0)) {
VScriptServerReplaceClosures
(*(char **)(pCVar3 + 0x3e4),*(HSCRIPT__ **)(pCVar3 + 1000),true);
}
}
}
}
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.