CNetPropManager::GetPropFloatArray
0x00749e40 · 210 bytes · __thiscall
_ZN15CNetPropManager17GetPropFloatArrayEP9HSCRIPT__PKci
Decompiled
undefined (4 params)
/* CNetPropManager::GetPropFloatArray(HSCRIPT__*, char const*, int) */
longdouble __thiscall
CNetPropManager::GetPropFloatArray
(CNetPropManager *this,HSCRIPT__ *param_1,char *param_2,int param_3)
{
code *pcVar1;
ScriptClassDesc_t *pSVar2;
int iVar3;
int iVar4;
int local_2c [3];
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);
if ((local_17 != '\0') && (local_20 == 1)) {
iVar4 = __dynamic_cast(iVar3,&CBaseEntity::typeinfo,&CGameRulesProxy::typeinfo,0,param_3);
if ((iVar4 == 0) || ((local_18 == '\0' || (iVar3 = g_pGameRules, g_pGameRules != 0)))) {
return (longdouble)*(float *)(iVar3 + local_2c[0]);
}
}
}
}
return (longdouble)-1.0;
}
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.