CBaseEntity::AddTimedOverlay
0x00604a50 · 126 bytes · __thiscall
_ZN11CBaseEntity15AddTimedOverlayEPKci
Decompiled
undefined (3 params)
/* CBaseEntity::AddTimedOverlay(char const*, int) */
void __thiscall CBaseEntity::AddTimedOverlay(CBaseEntity *this,char *param_1,int param_2)
{
int iVar1;
undefined4 *puVar2;
size_t sVar3;
char *pcVar4;
puVar2 = ::operator_new(0x10);
sVar3 = strlen(param_1);
pcVar4 = operator_new__(sVar3 + 1);
*puVar2 = pcVar4;
V_strncpy(pcVar4,param_1,sVar3 + 1);
iVar1 = gpGlobals;
puVar2[1] = (int)((float)param_2 + *(float *)(gpGlobals + 0xc));
puVar2[2] = (int)*(float *)(iVar1 + 0xc);
puVar2[3] = *(undefined4 *)(this + 0x114);
*(undefined4 **)(this + 0x114) = puVar2;
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.