CBaseEntity::ValidateScriptScope
0x0060eee0 · 342 bytes · __thiscall
_ZN11CBaseEntity19ValidateScriptScopeEv
Decompiled
undefined (1 param)
/* CBaseEntity::ValidateScriptScope() */
undefined4 __thiscall CBaseEntity::ValidateScriptScope(CBaseEntity *this)
{
code *pcVar1;
undefined1 *puVar2;
int iVar3;
undefined4 uVar4;
void *local_18 [2];
undefined2 local_10;
ushort local_e;
if (*(int *)(this + 1000) != -1) {
return 1;
}
if (scriptmanager == 0) {
if (ValidateScriptScope()::__executeCount < 1) {
ValidateScriptScope()::__executeCount = ValidateScriptScope()::__executeCount + 1;
DevMsg("Cannot execute script because scripting is disabled (-scripting)\n");
}
}
else if (g_pScriptVM == (int *)0x0) {
if (ValidateScriptScope()::__executeCount < 1) {
ValidateScriptScope()::__executeCount = ValidateScriptScope()::__executeCount + 1;
DevMsg(" Cannot execute script because there is no available VM\n");
}
}
else {
GetScriptInstance(this);
(**(code **)(*(int *)this + 0xc))(this);
puVar2 = &DAT_00d539c2;
if (*(undefined1 **)(this + 0x3f8) != (undefined1 *)0x0) {
puVar2 = *(undefined1 **)(this + 0x3f8);
}
iVar3 = (**(code **)(*g_pScriptVM + 0x3c))(g_pScriptVM,puVar2,0);
*(int *)(this + 1000) = iVar3;
if (iVar3 != 0) {
pcVar1 = *(code **)(*g_pScriptVM + 0x78);
local_18[0] = (void *)GetScriptInstance(this);
local_10 = 0x20;
local_e = 0;
iVar3 = 0;
if (*(int *)(this + 1000) != -1) {
iVar3 = *(int *)(this + 1000);
}
/* try { // try from 0060efb0 to 0060efb1 has its CatchHandler @ 0060f044 */
(*pcVar1)(g_pScriptVM,iVar3,"self",local_18);
if ((local_e & 1) != 0) {
free(local_18[0]);
}
return 1;
}
uVar4 = GetDebugName(this);
DevMsg("%s couldn\'t create ScriptScope!\n",uVar4);
}
return 0;
}
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.