CBaseEntity::GetContextForScript
0x0060d240 · 171 bytes · __cdecl
_ZNK11CBaseEntity19GetContextForScriptEPKc
Decompiled
undefined (1 param)
/* CBaseEntity::GetContextForScript(char const*) const */
char * CBaseEntity::GetContextForScript(char *param_1)
{
char cVar1;
int iVar2;
char *__nptr;
double dVar3;
CBaseEntity *in_stack_00000008;
char *in_stack_0000000c;
if (in_stack_0000000c != (char *)0x0) {
iVar2 = FindContextByName(in_stack_00000008,in_stack_0000000c);
if (-1 < iVar2) {
__nptr = (char *)GetContextValue(in_stack_00000008,iVar2);
cVar1 = CResponseSystem::AppearsToBeANumber(__nptr);
if (cVar1 != '\0') {
dVar3 = strtod(__nptr,(char **)0x0);
param_1[10] = '\0';
param_1[0xb] = '\0';
param_1[8] = '#';
param_1[9] = '\0';
*(double *)param_1 = dVar3;
return param_1;
}
param_1[4] = '\0';
param_1[5] = '\0';
param_1[6] = '\0';
param_1[7] = '\0';
param_1[10] = '\0';
param_1[0xb] = '\0';
param_1[8] = '\x1f';
param_1[9] = '\0';
*(char **)param_1 = __nptr;
return param_1;
}
}
param_1[0] = '\0';
param_1[1] = '\0';
param_1[2] = '\0';
param_1[3] = '\0';
param_1[8] = '\0';
param_1[9] = '\0';
param_1[10] = '\0';
param_1[0xb] = '\0';
return param_1;
}
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.