DefaultConditionalSymbolProc
0x00b848c0 · 197 bytes · __cdecl
_Z28DefaultConditionalSymbolProcPKc
Decompiled
undefined (1 param)
/* DefaultConditionalSymbolProc(char const*) */
undefined4 DefaultConditionalSymbolProc(char *param_1)
{
int iVar1;
int *piVar2;
undefined4 uVar3;
char *pcVar4;
pcVar4 = param_1 + (*param_1 == '$');
iVar1 = _V_stricmp(pcVar4,"WIN32");
if (iVar1 != 0) {
iVar1 = _V_stricmp(pcVar4,"OSX");
if (iVar1 == 0) {
return 0;
}
iVar1 = _V_stricmp(pcVar4,"POSIX");
if ((iVar1 != 0) && (iVar1 = _V_stricmp(pcVar4,"LINUX"), iVar1 != 0)) {
iVar1 = _V_stricmp(pcVar4,"X360");
if (iVar1 == 0) {
return 0;
}
iVar1 = _V_stricmp(pcVar4,"DEMO");
if (iVar1 != 0) {
_V_stricmp(pcVar4,"LOWVIOLENCE");
piVar2 = (int *)KeyValuesSystem();
uVar3 = (**(code **)(*piVar2 + 0x28))(piVar2,pcVar4);
return uVar3;
}
return 0;
}
}
return 1;
}
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.