CBaseEntity::ScriptGetEHandle
0x00618920 · 45 bytes · __cdecl
_ZN11CBaseEntity16ScriptGetEHandleEv
Decompiled
undefined (0 params)
/* CBaseEntity::ScriptGetEHandle() */
undefined4 * CBaseEntity::ScriptGetEHandle(void)
{
undefined4 *puVar1;
undefined4 *in_stack_00000004;
int *in_stack_00000008;
*in_stack_00000004 = 0xffffffff;
if (in_stack_00000008 != (int *)0x0) {
puVar1 = (undefined4 *)(**(code **)(*in_stack_00000008 + 0xc))();
*in_stack_00000004 = *puVar1;
}
return in_stack_00000004;
}
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.