CSceneTokenProcessor::GetToken
0x004ae3a0 · 64 bytes · __cdecl
_ZN20CSceneTokenProcessor8GetTokenEb
Decompiled
undefined (1 param)
/* CSceneTokenProcessor::GetToken(bool) */
bool CSceneTokenProcessor::GetToken(bool param_1)
{
undefined4 uVar1;
undefined3 in_stack_00000005;
uVar1 = (**(code **)(*engine + 0xe4))(engine,*(undefined4 *)(_param_1 + 4),_param_1 + 8,0x400);
*(undefined4 *)(_param_1 + 4) = uVar1;
return *(char *)(_param_1 + 8) != '\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.