CBaseEntity::GetDataObject
0x004751a0 · 54 bytes · __thiscall
_ZN11CBaseEntity13GetDataObjectEi
Decompiled
undefined (2 params)
/* CBaseEntity::GetDataObject(int) */
undefined4 __thiscall CBaseEntity::GetDataObject(CBaseEntity *this,int param_1)
{
undefined4 uVar1;
if ((((*(uint *)(this + 0x3cc) >> (param_1 & 0x1fU) & 1) != 0) && ((uint)param_1 < 0x20)) &&
(*(int **)(g_DataObjectAccessSystem + param_1 * 4 + 0xc) != (int *)0x0)) {
/* WARNING: Could not emulate address calculation at 0x004751b9 */
/* WARNING: Treating indirect jump as call */
uVar1 = (**(code **)(**(int **)(g_DataObjectAccessSystem + param_1 * 4 + 0xc) + 8))();
return uVar1;
}
return 0;
}
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.