CBaseEntity::GetPreTemplateName
0x00617e80 · 178 bytes · __thiscall
_ZN11CBaseEntity18GetPreTemplateNameEv
Decompiled
undefined (1 param)
/* CBaseEntity::GetPreTemplateName() */
undefined1 * __thiscall CBaseEntity::GetPreTemplateName(CBaseEntity *this)
{
char *pcVar1;
int iVar2;
undefined1 *puVar3;
char *pcVar4;
pcVar1 = *(char **)(this + 0x154);
if (pcVar1 == (char *)0x0) {
pcVar1 = "";
}
iVar2 = _V_strrchr(pcVar1,'&');
if (iVar2 == 0) {
puVar3 = *(undefined1 **)(this + 0x154);
if (puVar3 == (undefined1 *)0x0) {
puVar3 = &DAT_00d539c2;
}
return puVar3;
}
pcVar1 = *(char **)(this + 0x154);
if (pcVar1 == (char *)0x0) {
if (iVar2 - 0xd539c1U < 0x81) {
pcVar4 = "";
goto LAB_00617ef7;
}
iVar2 = 0x80;
}
else {
pcVar4 = pcVar1;
if (0x80 < (iVar2 - (int)pcVar1) + 1U) {
iVar2 = 0x80;
goto LAB_00617f00;
}
LAB_00617ef7:
iVar2 = (iVar2 - (int)pcVar4) + 1;
if (pcVar1 != (char *)0x0) goto LAB_00617f00;
}
pcVar1 = "";
LAB_00617f00:
V_strncpy(GetPreTemplateName()::szStrippedName,pcVar1,iVar2);
return GetPreTemplateName()::szStrippedName;
}
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.