Commentary_IsCommentaryEntity
0x00649750 · 140 bytes · __cdecl
_Z29Commentary_IsCommentaryEntityP11CBaseEntity
Decompiled
undefined (1 param)
/* Commentary_IsCommentaryEntity(CBaseEntity*) */
bool Commentary_IsCommentaryEntity(CBaseEntity *param_1)
{
uint uVar1;
int iVar2;
undefined *puVar3;
if (g_CommentarySystem._80_4_ != 0) {
iVar2 = 0;
do {
uVar1 = *(uint *)(g_CommentarySystem._68_4_ + iVar2 * 4);
if (((uVar1 == 0xffffffff) ||
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar3 + 8) != uVar1 >> 0xc)) {
if (param_1 == (CBaseEntity *)0x0) {
return true;
}
}
else if (param_1 == *(CBaseEntity **)(puVar3 + 4)) {
return true;
}
iVar2 = iVar2 + 1;
} while (iVar2 != g_CommentarySystem._80_4_);
}
return *(char **)(param_1 + 0x154) == "commentary_semaphore";
}
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.