CPointTemplate::StartBuildingTemplates
0x007e0280 · 251 bytes · __thiscall
_ZN14CPointTemplate22StartBuildingTemplatesEv
Decompiled
undefined (1 param)
/* CPointTemplate::StartBuildingTemplates() */
void __thiscall CPointTemplate::StartBuildingTemplates(CPointTemplate *this)
{
int iVar1;
char *pcVar2;
undefined1 *puVar3;
undefined1 *puVar4;
CPointTemplate *pCVar5;
CBaseEntity *local_20 [4];
pCVar5 = this;
do {
if (*(char **)(pCVar5 + 0x440) != (char *)0x0) {
iVar1 = *(int *)(this + 0x48c);
local_20[0] = (CBaseEntity *)0x0;
pcVar2 = *(char **)(pCVar5 + 0x440);
while( true ) {
local_20[0] = (CBaseEntity *)
CGlobalEntityList::FindEntityByName
((CGlobalEntityList *)gEntList,local_20[0],pcVar2,(CBaseEntity *)0x0
,(CBaseEntity *)0x0,(CBaseEntity *)0x0,(IEntityFindFilter *)0x0);
if (local_20[0] == (CBaseEntity *)0x0) break;
CUtlVector<CBaseEntity*,CUtlMemory<CBaseEntity*,int>>::InsertBefore
((CUtlVector<CBaseEntity*,CUtlMemory<CBaseEntity*,int>> *)(this + 0x480),
*(int *)(this + 0x48c),local_20);
pcVar2 = "";
if (*(char **)(pCVar5 + 0x440) != (char *)0x0) {
pcVar2 = *(char **)(pCVar5 + 0x440);
}
}
if (iVar1 == *(int *)(this + 0x48c)) {
puVar4 = *(undefined1 **)(this + 0x154);
if (puVar4 == (undefined1 *)0x0) {
puVar4 = &DAT_00d539c2;
}
puVar3 = &DAT_00d539c2;
if (*(undefined1 **)(pCVar5 + 0x440) != (undefined1 *)0x0) {
puVar3 = *(undefined1 **)(pCVar5 + 0x440);
}
Warning("Couldn\'t find any entities named %s, which point_template %s is specifying.\n",
puVar3,puVar4);
}
}
pCVar5 = pCVar5 + 4;
} while (pCVar5 != this + 0x40);
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.