CNetPropManager::GetPropIntArray
0x00749b80 · 275 bytes · __thiscall
_ZN15CNetPropManager15GetPropIntArrayEP9HSCRIPT__PKci
Decompiled
undefined (4 params)
/* CNetPropManager::GetPropIntArray(HSCRIPT__*, char const*, int) */
uint __thiscall
CNetPropManager::GetPropIntArray(CNetPropManager *this,HSCRIPT__ *param_1,char *param_2,int param_3)
{
code *pcVar1;
ScriptClassDesc_t *pSVar2;
int iVar3;
int iVar4;
uint *puVar5;
int local_2c;
int local_28;
uint local_24;
int local_20;
char local_18;
char local_17;
if (param_1 != (HSCRIPT__ *)0x0) {
pcVar1 = *(code **)(*g_pScriptVM + 0x68);
pSVar2 = GetScriptDesc<CBaseEntity>((CBaseEntity *)0x0);
iVar3 = (*pcVar1)(g_pScriptVM,param_1,pSVar2);
if ((((iVar3 != 0) &&
(GetEntityPropInfo((CBaseEntity *)&local_2c,(char *)this,iVar3), local_17 != '\0')) &&
(local_20 == 0)) &&
(((iVar4 = __dynamic_cast(iVar3,&CBaseEntity::typeinfo,&CGameRulesProxy::typeinfo,0,param_3),
iVar4 == 0 || (local_18 == '\0')) || (iVar3 = g_pGameRules, g_pGameRules != 0)))) {
puVar5 = (uint *)(iVar3 + local_2c);
if (0x10 < local_28) {
return *puVar5;
}
if (8 < local_28) {
if ((local_24 & 1) == 0) {
return (int)(short)(ushort)*puVar5;
}
return (uint)(ushort)*puVar5;
}
if ((1 < local_28) && ((local_24 & 1) == 0)) {
return (int)(char)(byte)*puVar5;
}
return (uint)(byte)*puVar5;
}
}
return 0xffffffff;
}
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.