CBaseEntity::GetScriptInstance
0x0060e1f0 · 267 bytes · __thiscall
_ZN11CBaseEntity17GetScriptInstanceEv
Decompiled
undefined (1 param)
/* CBaseEntity::GetScriptInstance() */
int __thiscall CBaseEntity::GetScriptInstance(CBaseEntity *this)
{
code *pcVar1;
code *pcVar2;
undefined1 *puVar3;
int *piVar4;
int iVar5;
undefined4 uVar6;
undefined1 *puVar7;
undefined4 *puVar8;
undefined4 *puVar9;
int in_GS_OFFSET;
undefined1 local_4c [28];
undefined4 local_30 [4];
int local_20;
puVar9 = (undefined4 *)local_4c;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
iVar5 = *(int *)(this + 0x3f4);
puVar8 = (undefined4 *)local_4c;
if (iVar5 == 0) {
if (*(int *)(this + 0x3f8) == 0) {
puVar9 = (undefined4 *)&stack0xfffffba4;
(**(code **)(*g_pScriptVM + 0x6c))();
AllocPooledString((char *)local_30);
*(undefined4 *)(this + 0x3f8) = local_30[0];
}
pcVar1 = *(code **)(*g_pScriptVM + 0x5c);
iVar5 = *(int *)this;
*puVar9 = this;
pcVar2 = *(code **)(iVar5 + 0x34);
puVar9[-1] = 0x60e24c;
uVar6 = (*pcVar2)();
puVar9[2] = this;
puVar9[1] = uVar6;
*puVar9 = g_pScriptVM;
puVar9[-1] = 0x60e25e;
uVar6 = (*pcVar1)();
piVar4 = g_pScriptVM;
*(undefined4 *)(this + 0x3f4) = uVar6;
puVar3 = *(undefined1 **)(this + 0x3f8);
pcVar1 = *(code **)(*piVar4 + 0x60);
puVar9[1] = uVar6;
puVar7 = &DAT_00d539c2;
if (puVar3 != (undefined1 *)0x0) {
puVar7 = puVar3;
}
*puVar9 = piVar4;
puVar9[2] = puVar7;
puVar9[-1] = 0x60e28c;
(*pcVar1)();
iVar5 = *(int *)(this + 0x3f4);
puVar8 = puVar9;
}
if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
/* WARNING: Subroutine does not return */
*(undefined **)((int)puVar8 + -4) = &UNK_0060e302;
__stack_chk_fail();
}
return iVar5;
}
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.