CNetPropManager::GetPropVectorArray
0x0074a340 · 309 bytes · __thiscall
_ZN15CNetPropManager18GetPropVectorArrayEP9HSCRIPT__PKci
Decompiled
undefined (4 params)
/* CNetPropManager::GetPropVectorArray(HSCRIPT__*, char const*, int) */
undefined1 * __thiscall
CNetPropManager::GetPropVectorArray
(CNetPropManager *this,HSCRIPT__ *param_1,char *param_2,int param_3)
{
code *pcVar1;
ScriptClassDesc_t *pSVar2;
int iVar3;
int iVar4;
undefined4 *puVar5;
int local_2c [3];
int local_20;
char local_18;
char local_17;
if (GetPropVectorArray(HSCRIPT__*,char_const*,int)::vAng == '\0') {
iVar3 = __cxa_guard_acquire(&GetPropVectorArray(HSCRIPT__*,char_const*,int)::vAng);
if (iVar3 != 0) {
GetPropVectorArray(HSCRIPT__*,char_const*,int)::vAng._0_4_ = 0;
GetPropVectorArray(HSCRIPT__*,char_const*,int)::vAng._4_4_ = 0;
GetPropVectorArray(HSCRIPT__*,char_const*,int)::vAng._8_4_ = 0;
__cxa_guard_release(&GetPropVectorArray(HSCRIPT__*,char_const*,int)::vAng);
}
}
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 == 2)) {
iVar4 = __dynamic_cast(iVar3,&CBaseEntity::typeinfo,&CGameRulesProxy::typeinfo,0,param_3);
if ((iVar4 == 0) || ((local_18 == '\0' || (iVar3 = g_pGameRules, g_pGameRules != 0)))) {
puVar5 = (undefined4 *)(iVar3 + local_2c[0]);
GetPropVectorArray(HSCRIPT__*,char_const*,int)::vAng._0_4_ = *puVar5;
GetPropVectorArray(HSCRIPT__*,char_const*,int)::vAng._4_4_ = puVar5[1];
GetPropVectorArray(HSCRIPT__*,char_const*,int)::vAng._8_4_ = puVar5[2];
return GetPropVectorArray(HSCRIPT__*,char_const*,int)::vAng;
}
}
}
}
return GetPropVectorArray(HSCRIPT__*,char_const*,int)::vAng;
}
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.