CRestore::ReadEntityPtr
0x004aa120 · 164 bytes · __thiscall
_ZN8CRestore13ReadEntityPtrEPP11CBaseEntityii
Decompiled
undefined (4 params)
/* CRestore::ReadEntityPtr(CBaseEntity**, int, int) */
int __thiscall CRestore::ReadEntityPtr(CRestore *this,CBaseEntity **param_1,int param_2,int param_3)
{
int iVar1;
CBaseEntity *pCVar2;
int iVar3;
int local_101c [1027];
iVar1 = (**(code **)(*(int *)this + 0x38))(this,local_101c,param_2,param_3);
if (0 < iVar1) {
iVar3 = 0;
do {
pCVar2 = (CBaseEntity *)EntityFromIndex(this,local_101c[iVar3]);
param_1[iVar3] = pCVar2;
iVar3 = iVar3 + 1;
} while (iVar3 != iVar1);
}
if (iVar1 < param_2) {
memset(param_1 + iVar1,0,(param_2 - iVar1) * 4);
}
return iVar1;
}
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.