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 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.