CNetPropManager::SetPropStringArray
0x0074a760 · 303 bytes · __thiscall
_ZN15CNetPropManager18SetPropStringArrayEP9HSCRIPT__PKcS3_i
Decompiled
undefined (5 params)
/* CNetPropManager::SetPropStringArray(HSCRIPT__*, char const*, char const*, int) */
void __thiscall
CNetPropManager::SetPropStringArray
(CNetPropManager *this,HSCRIPT__ *param_1,char *param_2,char *param_3,int param_4)
{
code *pcVar1;
CBaseEdict *this_00;
ScriptClassDesc_t *pSVar2;
int iVar3;
int iVar4;
int iVar5;
undefined4 local_40;
int local_3c [3];
int local_30;
char local_28;
char local_27;
int local_24;
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 == 4)))) &&
(((iVar4 = __dynamic_cast(iVar3,&CBaseEntity::typeinfo,&CGameRulesProxy::typeinfo,0,param_4),
iVar5 = iVar3, iVar4 == 0 || (local_28 == '\0')) ||
(iVar5 = g_pGameRules, g_pGameRules != 0)))) {
if (local_30 == 7) {
AllocPooledString((char *)&local_40);
*(undefined4 *)(iVar5 + local_3c[0]) = local_40;
}
else {
V_strncpy((char *)(local_3c[0] + iVar5),param_3,local_24);
}
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;
}
}
}
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.