ConCommand::ConCommand
0x00b6aae0 · 120 bytes · __thiscall
_ZN10ConCommandC2EPKcPFvvES1_iPFiS1_PA64_cE
Decompiled
undefined (6 params)
/* ConCommand::ConCommand(char const*, void (*)(), char const*, int, int (*)(char const*, char (*)
[64])) */
void __thiscall
ConCommand::ConCommand
(ConCommand *this,char *param_1,_func_void *param_2,char *param_3,int param_4,
int_____char_const__char *param_5)
{
code *pcVar1;
pcVar1 = DefaultCompletionFunc;
this[8] = (ConCommand)0x0;
*(_func_void **)(this + 0x18) = param_2;
*(undefined4 *)(this + 0xc) = 0;
if (param_5 != (int_____char_const__char *)0x0) {
pcVar1 = (code *)param_5;
}
*(undefined ***)this = &PTR__ConCommand_00d53308;
*(undefined4 *)(this + 0x10) = 0;
*(undefined4 *)(this + 0x14) = 0;
*(undefined4 *)(this + 4) = 0;
this[0x20] = (ConCommand)((byte)this[0x20] & 0xf8 | param_5 != (int_____char_const__char *)0x0);
*(code **)(this + 0x1c) = pcVar1;
/* try { // try from 00b6ab4d to 00b6ab51 has its CatchHandler @ 00b6ab58 */
ConCommandBase::Create((ConCommandBase *)this,param_1,param_3,param_4);
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.