CBaseEntity::ScriptGetForward
0x00617dc0 · 95 bytes · __thiscall
_ZN11CBaseEntity16ScriptGetForwardEv
Decompiled
undefined (1 param)
/* CBaseEntity::ScriptGetForward() */
undefined1 * __thiscall CBaseEntity::ScriptGetForward(CBaseEntity *this)
{
int iVar1;
if (ScriptGetForward()::vecForward == '\0') {
iVar1 = __cxa_guard_acquire(&ScriptGetForward()::vecForward);
if (iVar1 != 0) {
__cxa_guard_release(&ScriptGetForward()::vecForward);
}
}
(**(code **)(*(int *)this + 0x24c))(this,ScriptGetForward()::vecForward,0,0);
return ScriptGetForward()::vecForward;
}
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.