CPathKeyFrame::Link
0x006f7d50 · 156 bytes · __thiscall
_ZN13CPathKeyFrame4LinkEv
Decompiled
undefined (1 param)
/* CPathKeyFrame::Link() */
void __thiscall CPathKeyFrame::Link(CPathKeyFrame *this)
{
char *pcVar1;
int iVar2;
pcVar1 = "";
if (*(char **)(this + 0x468) != (char *)0x0) {
pcVar1 = *(char **)(this + 0x468);
}
iVar2 = CGlobalEntityList::FindEntityByName
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,pcVar1,(CBaseEntity *)0x0,
(CBaseEntity *)0x0,(CBaseEntity *)0x0,(IEntityFindFilter *)0x0);
if (iVar2 != 0) {
iVar2 = __dynamic_cast(iVar2,&CBaseEntity::typeinfo,&typeinfo,0);
*(int *)(this + 0x470) = iVar2;
if (iVar2 != 0) {
*(CPathKeyFrame **)(iVar2 + 0x474) = this;
}
return;
}
*(undefined4 *)(this + 0x470) = 0;
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.