CNetPropManager::HasProp
0x0074a950 · 119 bytes · __cdecl
_ZN15CNetPropManager7HasPropEP9HSCRIPT__PKc
Decompiled
undefined (2 params)
/* CNetPropManager::HasProp(HSCRIPT__*, char const*) */
undefined1 CNetPropManager::HasProp(HSCRIPT__ *param_1,char *param_2)
{
code *pcVar1;
ScriptClassDesc_t *pSVar2;
int iVar3;
CBaseEntity local_2c [21];
undefined1 local_17;
if (param_2 != (char *)0x0) {
pcVar1 = *(code **)(*g_pScriptVM + 0x68);
pSVar2 = GetScriptDesc<CBaseEntity>((CBaseEntity *)0x0);
iVar3 = (*pcVar1)(g_pScriptVM,param_2,pSVar2);
if (iVar3 != 0) {
GetEntityPropInfo(local_2c,(char *)param_1,iVar3);
return local_17;
}
}
return 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.