CNetPropManager::SetPropEntityArray
0x0074a1c0 · 310 bytes · __thiscall
_ZN15CNetPropManager18SetPropEntityArrayEP9HSCRIPT__PKcS1_i
Decompiled
undefined (5 params)
/* CNetPropManager::SetPropEntityArray(HSCRIPT__*, char const*, HSCRIPT__*, int) */
void __thiscall
CNetPropManager::SetPropEntityArray
(CNetPropManager *this,HSCRIPT__ *param_1,char *param_2,HSCRIPT__ *param_3,int param_4)
{
code *pcVar1;
CBaseEdict *this_00;
ScriptClassDesc_t *pSVar2;
int iVar3;
int iVar4;
int *piVar5;
undefined4 *puVar6;
int iVar7;
int local_3c [3];
int local_30;
char local_28;
char local_27;
if (param_1 == (HSCRIPT__ *)0x0) {
return;
}
pcVar1 = *(code **)(*g_pScriptVM + 0x68);
pSVar2 = GetScriptDesc<CBaseEntity>((CBaseEntity *)0x0);
iVar3 = (*pcVar1)(g_pScriptVM,param_1,pSVar2);
if (iVar3 == 0) {
return;
}
GetEntityPropInfo((CBaseEntity *)local_3c,(char *)this,iVar3);
if (local_27 == '\0') {
return;
}
if (local_30 != 0) {
return;
}
iVar4 = __dynamic_cast(iVar3,&CBaseEntity::typeinfo,&CGameRulesProxy::typeinfo,0,param_4);
iVar7 = iVar3;
if (((iVar4 != 0) && (local_28 != '\0')) && (iVar7 = g_pGameRules, g_pGameRules == 0)) {
return;
}
if (param_3 != (HSCRIPT__ *)0x0) {
pcVar1 = *(code **)(*g_pScriptVM + 0x68);
pSVar2 = GetScriptDesc<CBaseEntity>((CBaseEntity *)0x0);
piVar5 = (int *)(*pcVar1)(g_pScriptVM,param_3,pSVar2);
if (piVar5 != (int *)0x0) {
puVar6 = (undefined4 *)(**(code **)(*piVar5 + 0xc))(piVar5);
*(undefined4 *)(iVar7 + local_3c[0]) = *puVar6;
goto LAB_0074a2ca;
}
}
*(undefined4 *)(iVar7 + local_3c[0]) = 0xffffffff;
LAB_0074a2ca:
if (local_28 != '\0') {
this_00 = *(CBaseEdict **)(iVar3 + 0x30);
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar3 + 2) = 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.