EntityMessageBegin
0x006ca480 · 95 bytes · __cdecl
_Z18EntityMessageBeginP11CBaseEntityb
Decompiled
undefined (2 params)
/* EntityMessageBegin(CBaseEntity*, bool) */
void EntityMessageBegin(CBaseEntity *param_1,bool param_2)
{
code *pcVar1;
undefined4 uVar2;
int iVar3;
pcVar1 = *(code **)(*engine + 0xac);
uVar2 = (**(code **)(*(int *)param_1 + 0x28))(param_1);
if (*(int *)(param_1 + 0x30) == 0) {
iVar3 = 0;
}
else {
iVar3 = *(int *)(param_1 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
g_pMsgBuffer = (*pcVar1)(engine,iVar3,uVar2,param_2);
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.