CBaseEntity::ParseMapData
0x0040ce80 · 156 bytes · __thiscall
_ZN11CBaseEntity12ParseMapDataEP14CEntityMapData
Decompiled
undefined (2 params)
/* CBaseEntity::ParseMapData(CEntityMapData*) */
void __thiscall CBaseEntity::ParseMapData(CBaseEntity *this,CEntityMapData *param_1)
{
char cVar1;
int in_GS_OFFSET;
char local_1020 [2048];
char local_820 [2048];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
cVar1 = CEntityMapData::GetFirstKey(param_1,local_1020,local_820);
while (cVar1 != '\0') {
(**(code **)(*(int *)this + 0x84))(this,local_1020,local_820);
cVar1 = CEntityMapData::GetNextKey(param_1,local_1020,local_820);
}
(**(code **)(*(int *)this + 0x80))(this);
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* 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.