CBaseEntity::ScriptThink
0x00610ba0 · 367 bytes · __thiscall
_ZN11CBaseEntity11ScriptThinkEv
Decompiled
undefined (1 param)
/* CBaseEntity::ScriptThink() */
void __thiscall CBaseEntity::ScriptThink(CBaseEntity *this)
{
char cVar1;
undefined4 uVar2;
char *pcVar3;
undefined1 *puVar4;
undefined1 local_34 [12];
void *local_28 [2];
ushort local_20;
ushort local_1e;
local_1e = 0;
local_20 = 0;
local_28[0] = (void *)0x0;
pcVar3 = "";
if (*(char **)(this + 0x3e4) != (char *)0x0) {
pcVar3 = *(char **)(this + 0x3e4);
}
/* try { // try from 00610be5 to 00610cb2 has its CatchHandler @ 00610d36 */
cVar1 = CallScriptFunction(this,pcVar3,(CVariantBase *)local_28,false);
if (cVar1 == '\0') {
puVar4 = &DAT_00d539c2;
if (*(undefined1 **)(this + 0x3e4) != (undefined1 *)0x0) {
puVar4 = *(undefined1 **)(this + 0x3e4);
}
uVar2 = GetDebugName(this);
DevWarning("%s FAILED to call script think function %s!\n",uVar2,puVar4);
}
else {
switch(local_20) {
case 1:
break;
default:
pcVar3 = "unknown_variant_type";
if (local_20 < 0x29) {
pcVar3 = *(char **)(CSWTCH_1969 + (uint)local_20 * 4);
}
Warning("No conversion from %s to float now\n",pcVar3);
case 0:
break;
case 5:
break;
case 6:
break;
case 0x23:
break;
case 0x26:
}
ThinkSet((_func_void *)local_34,(float)this,(char *)ScriptThink);
}
if ((local_1e & 1) != 0) {
free(local_28[0]);
}
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.