L L4D2node

CBaseEntity::GetScriptDesc

0x00613450 · 33 bytes · __cdecl

_ZN11CBaseEntity13GetScriptDescEv

Decompiled

undefined (0 params)

/* CBaseEntity::GetScriptDesc() */

undefined1 * CBaseEntity::GetScriptDesc(void)

{
  CBaseEntity *in_stack_fffffff4;
  
  if (GetScriptDesc<CBaseEntity>(CBaseEntity*)::bInitialized != '\0') {
    return g_CBaseEntity_ScriptDesc;
  }
  GetScriptDesc<CBaseEntity>(in_stack_fffffff4);
  return g_CBaseEntity_ScriptDesc;
}

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)