CNetPropManager::GetPropStringArray
0x0074a640 · 222 bytes · __thiscall
_ZN15CNetPropManager18GetPropStringArrayEP9HSCRIPT__PKci
Decompiled
undefined (4 params)
/* CNetPropManager::GetPropStringArray(HSCRIPT__*, char const*, int) */
undefined1 * __thiscall
CNetPropManager::GetPropStringArray
(CNetPropManager *this,HSCRIPT__ *param_1,char *param_2,int param_3)
{
code *pcVar1;
ScriptClassDesc_t *pSVar2;
int iVar3;
int iVar4;
undefined1 *puVar5;
int local_3c [3];
uint local_30;
char local_28;
char local_27;
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_3c,(char *)this,iVar3), local_27 != '\0')) &&
((local_30 == 7 || ((local_30 & 0xfffffffb) == 0)))) &&
(((iVar4 = __dynamic_cast(iVar3,&CBaseEntity::typeinfo,&CGameRulesProxy::typeinfo,0,param_3),
iVar4 == 0 || (local_28 == '\0')) || (iVar3 = g_pGameRules, g_pGameRules != 0)))) {
if (local_30 != 7) {
return (undefined1 *)(iVar3 + local_3c[0]);
}
puVar5 = &DAT_00d539c2;
if (*(undefined1 **)(iVar3 + local_3c[0]) != (undefined1 *)0x0) {
puVar5 = *(undefined1 **)(iVar3 + local_3c[0]);
}
return puVar5;
}
}
return &DAT_00d539c2;
}
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.