CBaseEntity::AddContextForScript
0x0061b580 · 63 bytes · __thiscall
_ZN11CBaseEntity19AddContextForScriptEPKcS1_f
Decompiled
undefined (4 params)
/* CBaseEntity::AddContextForScript(char const*, char const*, float) */
void __thiscall
CBaseEntity::AddContextForScript(CBaseEntity *this,char *param_1,char *param_2,float param_3)
{
float fVar1;
fVar1 = 0.0;
if (0.0 <= param_3) {
fVar1 = param_3 + *(float *)(gpGlobals + 0xc);
}
AddContext(this,param_1,param_2,fVar1);
return;
}
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.