L L4D2node

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 into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)