CBaseEntity::GetEntitySkybox
0x00607be0 · 129 bytes · __thiscall
_ZN11CBaseEntity15GetEntitySkyboxEv
Decompiled
undefined (1 param)
/* CBaseEntity::GetEntitySkybox() */
int __thiscall CBaseEntity::GetEntitySkybox(CBaseEntity *this)
{
code *pcVar1;
undefined4 uVar2;
int iVar3;
int iVar4;
pcVar1 = *(code **)(*engine + 0x104);
uVar2 = (**(code **)(*(int *)this + 0x288))(this);
uVar2 = (*pcVar1)(engine,uVar2);
iVar3 = GetSkyCameraList();
while( true ) {
if (iVar3 == 0) {
return 0;
}
iVar4 = (**(code **)(*engine + 0x100))(engine,uVar2,*(undefined4 *)(iVar3 + 0x454));
if (iVar4 != 0) break;
iVar3 = *(int *)(iVar3 + 0x4b8);
}
return iVar3;
}
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.