DumpScriptScope
0x00610d50 · 373 bytes · __cdecl
_Z15DumpScriptScopeP11CBasePlayerPKc
Decompiled
undefined (2 params)
/* DumpScriptScope(CBasePlayer*, char const*) */
void DumpScriptScope(CBasePlayer *param_1,char *param_2)
{
undefined4 uVar1;
CBaseEntity *this;
void *local_34;
undefined4 local_30;
undefined2 local_2c;
ushort local_2a;
undefined1 *local_28;
undefined4 local_24;
undefined2 local_20;
ushort local_1e;
this = (CBaseEntity *)0x0;
while( true ) {
this = (CBaseEntity *)GetNextCommandEntity(param_1,param_2,this);
if (this == (CBaseEntity *)0x0) break;
if (*(int *)(this + 1000) == -1) {
uVar1 = CBaseEntity::GetDebugName(this);
DevWarning("ent_script_dump: Entity %s has no script scope!\n",uVar1);
}
else {
uVar1 = CBaseEntity::GetDebugName(this);
Msg("----Script Dump for entity %s\n",uVar1);
uVar1 = (**(code **)(*g_pScriptVM + 0x48))(g_pScriptVM,"__DumpScope",0,0);
local_30 = 0;
local_34 = (void *)0x1;
local_24 = 0;
local_28 = (undefined1 *)0x0;
if (*(undefined1 **)(this + 1000) != &DAT_ffffffff) {
local_28 = *(undefined1 **)(this + 1000);
}
local_2a = 0;
local_1e = 0;
local_2c = 5;
local_20 = 0x20;
/* try { // try from 00610e43 to 00610e45 has its CatchHandler @ 00610ed0 */
(**(code **)(*g_pScriptVM + 0x50))(g_pScriptVM,uVar1,&local_34,2,0,0,1);
if ((local_1e & 1) != 0) {
free(local_28);
local_1e = local_1e & 0xfffe;
}
local_28 = (undefined1 *)0x0;
local_24 = 0;
local_20 = 0;
if ((local_2a & 1) != 0) {
free(local_34);
}
(**(code **)(*g_pScriptVM + 0x4c))(g_pScriptVM,uVar1);
Msg("----End Script Dump\n");
}
}
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.