CBaseEntity::AddContextForScriptNumeric
0x0061b4f0 · 141 bytes · __thiscall
_ZN11CBaseEntity26AddContextForScriptNumericEPKcff
Decompiled
undefined (4 params)
/* CBaseEntity::AddContextForScriptNumeric(char const*, float, float) */
void __thiscall
CBaseEntity::AddContextForScriptNumeric(CBaseEntity *this,char *param_1,float param_2,float param_3)
{
int in_GS_OFFSET;
float fVar1;
char local_60 [64];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
V_snprintf(local_60,0x3f,"%f",(double)param_2);
fVar1 = 0.0;
if (0.0 <= param_3) {
fVar1 = *(float *)(gpGlobals + 0xc) + param_3;
}
AddContext(this,param_1,local_60,fVar1);
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.