coerciblevariant_t::ConvertInt
0x00644f30 · 136 bytes · __thiscall
_ZNK18coerciblevariant_t10ConvertIntEv
Decompiled
undefined (1 param)
/* coerciblevariant_t::ConvertInt() const */
uint __thiscall coerciblevariant_t::ConvertInt(coerciblevariant_t *this)
{
uint uVar1;
uint uVar2;
undefined *puVar3;
switch(*(undefined4 *)(this + 0x14)) {
default:
return 0;
case 1:
case 5:
case 6:
return *(uint *)(this + 4);
case 2:
uVar2 = strtol(*(char **)(this + 0xc),(char **)0x0,10);
break;
case 0xd:
uVar1 = *(uint *)(this + 0x10);
uVar2 = 0;
if (((uVar1 != 0xffffffff) &&
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) {
uVar2 = (uint)(*(int *)(puVar3 + 4) != 0);
}
}
return uVar2;
}
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.