CBaseEntity::GetIndexForThinkContext
0x0040e130 · 112 bytes · __thiscall
_ZN11CBaseEntity23GetIndexForThinkContextEPKc
Decompiled
undefined (2 params)
/* CBaseEntity::GetIndexForThinkContext(char const*) */
int __thiscall CBaseEntity::GetIndexForThinkContext(CBaseEntity *this,char *param_1)
{
char *pcVar1;
int iVar2;
int iVar3;
int iVar4;
iVar4 = 0;
iVar3 = 0;
if (0 < *(int *)(this + 0xb0)) {
do {
pcVar1 = *(char **)(*(int *)(this + 0xa4) + 8 + iVar4);
if (pcVar1 == (char *)0x0) {
pcVar1 = "";
}
iVar2 = V_strncmp(pcVar1,param_1,0x20);
if (iVar2 == 0) {
return iVar3;
}
iVar3 = iVar3 + 1;
iVar4 = iVar4 + 0x14;
} while (iVar3 < *(int *)(this + 0xb0));
}
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.