CPathTrack::Link
0x00771ba0 · 338 bytes · __thiscall
_ZN10CPathTrack4LinkEv
Decompiled
undefined (1 param)
/* CPathTrack::Link() */
void __thiscall CPathTrack::Link(CPathTrack *this)
{
CPathTrack *pCVar1;
int iVar2;
undefined1 *puVar3;
undefined4 uVar4;
if (*(char **)(this + 0xf8) != (char *)0x0) {
pCVar1 = (CPathTrack *)
CGlobalEntityList::FindEntityByName
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,*(char **)(this + 0xf8),
(CBaseEntity *)0x0,(CBaseEntity *)0x0,(CBaseEntity *)0x0,
(IEntityFindFilter *)0x0);
if (this == pCVar1) {
uVar4 = CBaseEntity::GetDebugName((CBaseEntity *)this);
Warning("ERROR: path_track (%s) refers to itself as a target!\n",uVar4);
}
else if (pCVar1 == (CPathTrack *)0x0) {
puVar3 = &DAT_00d539c2;
if (*(undefined1 **)(this + 0xf8) != (undefined1 *)0x0) {
puVar3 = *(undefined1 **)(this + 0xf8);
}
Warning("Dead end link: %s\n",puVar3);
}
else {
pCVar1 = (CPathTrack *)__dynamic_cast(pCVar1,&CBaseEntity::typeinfo,&typeinfo,0);
*(CPathTrack **)(this + 0x440) = pCVar1;
if (pCVar1 != (CPathTrack *)0x0) {
SetPrevious(pCVar1,this);
}
}
}
if (*(char **)(this + 0x454) != (char *)0x0) {
iVar2 = CGlobalEntityList::FindEntityByName
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,*(char **)(this + 0x454),
(CBaseEntity *)0x0,(CBaseEntity *)0x0,(CBaseEntity *)0x0,
(IEntityFindFilter *)0x0);
if (iVar2 != 0) {
pCVar1 = (CPathTrack *)__dynamic_cast(iVar2,&CBaseEntity::typeinfo,&typeinfo,0);
*(CPathTrack **)(this + 0x448) = pCVar1;
SetPrevious(pCVar1,this);
}
}
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.