CBaseClientState::GetClassBaseline
0x001028f0 · 329 bytes · __thiscall
_ZN16CBaseClientState16GetClassBaselineEiPPKvPi
Decompiled
undefined (4 params)
/* CBaseClientState::GetClassBaseline(int, void const**, int*) */
bool __thiscall
CBaseClientState::GetClassBaseline(CBaseClientState *this,int param_1,void **param_2,int *param_3)
{
int *piVar1;
void *pvVar2;
int iVar3;
int iVar4;
int in_GS_OFFSET;
char local_60 [64];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
if ((param_1 < 0) || (*(int *)(this + 0x41c8) <= param_1)) {
Error("GetDynamicBaseline: invalid class index \'%d\'",param_1);
}
iVar4 = param_1 * 0x10 + *(int *)(this + 0x41c4);
piVar1 = *(int **)(this + 0x49d4);
if (piVar1 != (int *)0x0) {
piVar1 = (int *)(**(code **)(*piVar1 + 0x10))(piVar1,"instancebaseline");
if (piVar1 != (int *)0x0) goto LAB_00102956;
}
Error("GetDynamicBaseline: NULL baseline table");
piVar1 = (int *)0x0;
LAB_00102956:
iVar3 = *(int *)(iVar4 + 0xc);
if (iVar3 == 0xffff) {
V_snprintf(local_60,0x40,"%d",param_1);
iVar3 = (**(code **)(*piVar1 + 0x34))(piVar1,local_60);
*(int *)(iVar4 + 0xc) = iVar3;
if (iVar3 == 0xffff) {
Error("GetDynamicBaseline: FindStringIndex(%s-%s) failed.",local_60,*(undefined4 *)(iVar4 + 4)
);
}
iVar3 = *(int *)(iVar4 + 0xc);
}
pvVar2 = (void *)(**(code **)(*piVar1 + 0x30))(piVar1,iVar3,param_3);
*param_2 = pvVar2;
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return pvVar2 != (void *)0x0;
}
/* 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.