L L4D2node

CBaseEntity::RunScriptFile

0x0060f180 · 126 bytes · __thiscall

_ZN11CBaseEntity13RunScriptFileEPKcb

Decompiled

undefined (3 params)

/* CBaseEntity::RunScriptFile(char const*, bool) */

undefined4 __thiscall CBaseEntity::RunScriptFile(CBaseEntity *this,char *param_1,bool param_2)

{
  char cVar1;
  HSCRIPT__ *pHVar2;
  undefined4 uVar3;
  
  cVar1 = ValidateScriptScope(this);
  if (cVar1 == '\0') {
    DevMsg("\n***\nFAILED to create private ScriptScope. ABORTING script\n***\n");
    return 0;
  }
  if (!param_2) {
    pHVar2 = (HSCRIPT__ *)0x0;
    if (*(HSCRIPT__ **)(this + 1000) != (HSCRIPT__ *)&DAT_ffffffff) {
      pHVar2 = *(HSCRIPT__ **)(this + 1000);
    }
    uVar3 = VScriptServerRunScript(param_1,pHVar2,true);
    return uVar3;
  }
  uVar3 = VScriptServerRunScript(param_1,(HSCRIPT__ *)0x0,false);
  return uVar3;
}

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)