CBaseClientState::SetEntityBaseline
0x00102740 · 126 bytes · __thiscall
_ZN16CBaseClientState17SetEntityBaselineEiP11ClientClassiPci
Decompiled
undefined (6 params)
/* CBaseClientState::SetEntityBaseline(int, ClientClass*, int, char*, int) */
void __thiscall
CBaseClientState::SetEntityBaseline
(CBaseClientState *this,int param_1,ClientClass *param_2,int param_3,char *param_4,
int param_5)
{
PackedEntity *this_00;
int iVar1;
iVar1 = param_1 * 0x800 + param_3;
this_00 = *(PackedEntity **)(this + iVar1 * 4 + 0x1c4);
if (this_00 == (PackedEntity *)0x0) {
this_00 = operator_new(0x34);
/* try { // try from 001027b1 to 001027b5 has its CatchHandler @ 001027be */
PackedEntity::PackedEntity(this_00);
*(PackedEntity **)(this + iVar1 * 4 + 0x1c4) = this_00;
}
*(int *)(this_00 + 8) = param_3;
*(undefined4 *)this_00 = 0;
*(ClientClass **)(this_00 + 4) = param_2;
PackedEntity::AllocAndCopyPadded(this_00,param_4,param_5);
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.