CResponseSystem::GetCurrentScript
0x005b3da0 · 62 bytes · __thiscall
_ZN15CResponseSystem16GetCurrentScriptEPcj.part.48
Decompiled
undefined (3 params)
/* CResponseSystem::GetCurrentScript(char*, unsigned int) [clone .part.48] */
void __thiscall CResponseSystem::GetCurrentScript(CResponseSystem *this,char *param_1,uint param_2)
{
char cVar1;
int in_EAX;
undefined1 *in_EDX;
cVar1 = (**(code **)(*filesystem + 0x98))(filesystem,*(int *)(in_EAX + 0x3d80) + 4);
if (cVar1 == '\0') {
*in_EDX = 0;
}
return;
}
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.