CBaseEntity::RunVScripts
0x0060f260 · 1029 bytes · __thiscall
_ZN11CBaseEntity11RunVScriptsEv
Decompiled
undefined (1 param)
/* CBaseEntity::RunVScripts() */
void __thiscall CBaseEntity::RunVScripts(CBaseEntity *this)
{
code *pcVar1;
void *pvVar2;
undefined4 uVar3;
char *pcVar4;
HSCRIPT__ *pHVar5;
int iVar6;
undefined4 uVar7;
int iVar8;
int in_GS_OFFSET;
int local_258;
undefined1 local_254 [20];
int local_240 [5];
char local_22b [255];
CFmtStrN<256> local_12c [5];
undefined1 local_127 [263];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
if (*(int *)(this + 0x3e0) != 0) {
iVar8 = 0;
ValidateScriptScope(this);
do {
pcVar1 = *(code **)(*g_pScriptVM + 0x2c);
CFmtStrN<256>::CFmtStrN
(local_12c,
"%sCallChain <- CSimpleCallChainer(\"%s\", self.GetScriptScope().weakref(), true)",
(&RunVScripts()::sCallChainFunctions)[iVar8],
(&RunVScripts()::sCallChainFunctions)[iVar8]);
uVar3 = (*pcVar1)(g_pScriptVM,local_127,0);
uVar7 = 0;
if (*(int *)(this + 1000) != -1) {
uVar7 = *(undefined4 *)(this + 1000);
}
iVar8 = iVar8 + 1;
(**(code **)(*g_pScriptVM + 0x34))(g_pScriptVM,uVar3,uVar7,1);
} while (iVar8 != 2);
pcVar4 = "";
if (*(char **)(this + 0x3e0) != (char *)0x0) {
pcVar4 = *(char **)(this + 0x3e0);
}
_V_strcpy(local_22b,pcVar4);
local_240[0] = 0;
local_240[1] = 0;
local_240[2] = 0;
local_240[3] = 0;
local_240[4] = 0;
/* try { // try from 0060f382 to 0060f578 has its CatchHandler @ 0060f666 */
V_SplitString(local_22b," ",(CUtlVector *)local_240);
if (0 < local_240[3]) {
local_258 = 0;
do {
uVar7 = *(undefined4 *)(local_240[0] + local_258 * 4);
uVar3 = GetDebugName(this);
Msg("%s executing script: %s\n",uVar3,uVar7);
RunScriptFile(this,*(char **)(local_240[0] + local_258 * 4),this == g_WorldEntity);
iVar8 = 0;
do {
pcVar1 = *(code **)(*g_pScriptVM + 0x2c);
CFmtStrN<256>::CFmtStrN
(local_12c,"%sCallChain.PostScriptExecute()",
(&RunVScripts()::sCallChainFunctions)[iVar8]);
uVar3 = (*pcVar1)(g_pScriptVM,local_127,0);
uVar7 = 0;
if (*(int *)(this + 1000) != -1) {
uVar7 = *(undefined4 *)(this + 1000);
}
(**(code **)(*g_pScriptVM + 0x34))(g_pScriptVM,uVar3,uVar7,1);
iVar8 = iVar8 + 1;
} while (iVar8 != 2);
local_258 = local_258 + 1;
} while (local_258 < local_240[3]);
}
pHVar5 = (HSCRIPT__ *)0x0;
if (*(HSCRIPT__ **)(this + 1000) != (HSCRIPT__ *)&DAT_ffffffff) {
pHVar5 = *(HSCRIPT__ **)(this + 1000);
}
CollectGameEventCallbacksInScope(pHVar5);
if (*(int *)(this + 0x3e4) != 0) {
ThinkSet((_func_void *)local_254,(float)this,(char *)ScriptThink);
}
iVar8 = (**(code **)(*g_pScriptVM + 0x48))
(g_pScriptVM,"DispatchPrecache",*(undefined4 *)(this + 1000),0);
if (iVar8 != 0) {
iVar6 = 0;
if (*(int *)(this + 1000) != -1) {
iVar6 = *(int *)(this + 1000);
}
(**(code **)(*g_pScriptVM + 0x50))(g_pScriptVM,iVar8,0,0,0,iVar6,1);
(**(code **)(*g_pScriptVM + 0x4c))(g_pScriptVM,iVar8);
}
iVar8 = 0;
if (0 < local_240[3]) {
do {
pvVar2 = *(void **)(local_240[0] + iVar8 * 4);
if (pvVar2 != (void *)0x0) {
operator_delete__(pvVar2);
}
iVar8 = iVar8 + 1;
} while (iVar8 < local_240[3]);
}
iVar8 = 0;
local_240[3] = 0;
CUtlMemory<char*,int>::Purge((CUtlMemory<char*,int> *)local_240);
local_240[4] = local_240[0];
if (0 < local_240[3]) {
do {
iVar6 = iVar8 * 4;
iVar8 = iVar8 + 1;
::operator_delete(*(void **)(local_240[0] + iVar6));
} while (iVar8 < local_240[3]);
}
local_240[3] = 0;
CUtlMemory<char*,int>::Purge((CUtlMemory<char*,int> *)local_240);
local_240[3] = 0;
local_240[4] = local_240[0];
CUtlMemory<char*,int>::Purge((CUtlMemory<char*,int> *)local_240);
local_240[4] = local_240[0];
CUtlMemory<char*,int>::Purge((CUtlMemory<char*,int> *)local_240);
}
if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
return;
}
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.