L L4D2node

CLogicScript::RunVScripts

0x006ed880 · 532 bytes · __thiscall

_ZN12CLogicScript11RunVScriptsEv

Decompiled

undefined (1 param)

/* CLogicScript::RunVScripts() */

void __thiscall CLogicScript::RunVScripts(CLogicScript *this)

{
  int *piVar1;
  int iVar2;
  int *__ptr;
  int iVar3;
  int iVar4;
  int iVar5;
  undefined1 *local_28;
  undefined4 local_24;
  undefined2 local_20;
  ushort local_1e;
  
  iVar3 = 0xf;
  do {
    if (*(int *)(this + iVar3 * 4 + 0x440) != 0) {
      iVar2 = (**(code **)(*g_pScriptVM + 0x2c))(g_pScriptVM,RunVScripts()::szAddCode,0);
      if (iVar2 != 0) {
        CBaseEntity::ValidateScriptScope((CBaseEntity *)this);
        piVar1 = g_pScriptVM;
        __ptr = *(int **)(this + 0x3f0);
        if (0 < *__ptr) {
          iVar4 = 0;
          do {
            if (*(int *)__ptr[iVar4 + 1] != 0) {
              (**(code **)(*piVar1 + 0x4c))(piVar1,*(int *)__ptr[iVar4 + 1]);
            }
            iVar5 = iVar4 * 4;
            iVar4 = iVar4 + 1;
            **(undefined4 **)(*(int *)(this + 0x3f0) + 4 + iVar5) = 0xffffffff;
            __ptr = *(int **)(this + 0x3f0);
          } while (iVar4 < *__ptr);
        }
        if (__ptr != &CUtlVectorUltraConservative<HSCRIPT__**,CUtlVectorUltraConservativeAllocator>
                      ::StaticData()::staticData) {
          free(__ptr);
          *(undefined4 **)(this + 0x3f0) =
               &CUtlVectorUltraConservative<HSCRIPT__**,CUtlVectorUltraConservativeAllocator>::
                StaticData()::staticData;
        }
        (**(code **)(*g_pScriptVM + 0x34))(g_pScriptVM,iVar2,*(undefined4 *)(this + 1000),1);
        iVar4 = (**(code **)(*g_pScriptVM + 0x48))
                          (g_pScriptVM,"__AppendToScriptGroup",*(undefined4 *)(this + 1000),0);
        if (iVar4 != 0) {
          iVar5 = 0;
          do {
            local_28 = *(undefined1 **)(this + iVar5 * 4 + 0x440);
            local_20 = 0x1f;
            local_24 = 0;
            if (local_28 == (undefined1 *)0x0) {
              local_28 = &DAT_00d539c2;
            }
            local_1e = 0;
                    /* try { // try from 006eda24 to 006eda26 has its CatchHandler @ 006eda99 */
            (**(code **)(*g_pScriptVM + 0x50))
                      (g_pScriptVM,iVar4,&local_28,1,0,*(undefined4 *)(this + 1000),1);
            if ((local_1e & 1) != 0) {
              free(local_28);
            }
            iVar5 = iVar5 + 1;
          } while (iVar5 <= iVar3);
          (**(code **)(*g_pScriptVM + 0x4c))(g_pScriptVM,iVar4);
          (**(code **)(*g_pScriptVM + 0xa0))
                    (g_pScriptVM,*(undefined4 *)(this + 1000),"__AppendToScriptGroup");
        }
        (**(code **)(*g_pScriptVM + 0x30))(g_pScriptVM,iVar2);
        CBaseEntity::RunVScripts((CBaseEntity *)this);
        return;
      }
      break;
    }
    iVar3 = iVar3 + -1;
  } while (iVar3 != -1);
  CBaseEntity::RunVScripts((CBaseEntity *)this);
  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)