UTIL_FunctionToName
0x004a7410 · 73 bytes · __cdecl
_Z19UTIL_FunctionToNameP9datamap_tPM11CBaseEntityFvR11inputdata_tE
Decompiled
undefined (2 params)
/* UTIL_FunctionToName(datamap_t*, void (CBaseEntity::**)(inputdata_t&)) */
undefined4 UTIL_FunctionToName(datamap_t *param_1,_func_void_inputdata_t_ptr *param_2)
{
int iVar1;
int iVar2;
do {
if (param_1 == (datamap_t *)0x0) {
return 0;
}
if (0 < *(int *)(param_1 + 4)) {
iVar1 = *(int *)param_1;
iVar2 = 0;
do {
if (((*(byte *)(iVar1 + 0xe) & 0x20) != 0) &&
(*(_func_void_inputdata_t_ptr **)(iVar1 + 0x18) == param_2)) {
return *(undefined4 *)(iVar1 + 4);
}
iVar2 = iVar2 + 1;
iVar1 = iVar1 + 0x40;
} while (iVar2 != *(int *)(param_1 + 4));
}
param_1 = *(datamap_t **)(param_1 + 0xc);
} while( true );
}
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.