L L4D2node

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 into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)