GetScriptDesc<CPointScriptTemplate>
0x007e1010 · 559 bytes · __cdecl
_Z13GetScriptDescI20CPointScriptTemplateEP17ScriptClassDesc_tPT_
Decompiled
ScriptClassDesc_t * (1 param)
/* ScriptClassDesc_t* GetScriptDesc<CPointScriptTemplate>(CPointScriptTemplate*) */
ScriptClassDesc_t * GetScriptDesc<CPointScriptTemplate>(CPointScriptTemplate *param_1)
{
ScriptClassDesc_t *pSVar1;
undefined4 uVar2;
int iVar3;
void *pvVar4;
undefined4 *puVar5;
int local_20 [4];
if (GetScriptDesc<CPointScriptTemplate>(CPointScriptTemplate*)::bInitialized == '\0') {
GetScriptDesc<CPointScriptTemplate>(CPointScriptTemplate*)::bInitialized = 1;
g_CPointScriptTemplate_ScriptDesc._8_4_ = s_point_script_template_00cbf680;
g_CPointScriptTemplate_ScriptDesc._0_4_ = s_CPointScriptTemplate_00cbf5f1;
g_CPointScriptTemplate_ScriptDesc._4_4_ = s_CPointScriptTemplate_00cbf5f1;
g_CPointScriptTemplate_ScriptDesc._12_4_ = GetScriptDesc<CBaseEntity>((CBaseEntity *)0x0);
for (pSVar1 = (ScriptClassDesc_t *)g_CPointScriptTemplate_ScriptDesc._12_4_;
(iVar3 = g_CPointScriptTemplate_ScriptDesc._44_4_, pSVar1 != (ScriptClassDesc_t *)0x0 &&
(iVar3 = *(int *)(pSVar1 + 0x2c), *(int *)(pSVar1 + 0x2c) == 0));
pSVar1 = *(ScriptClassDesc_t **)(pSVar1 + 0xc)) {
}
g_CPointScriptTemplate_ScriptDesc._44_4_ = iVar3;
iVar3 = CUtlVector<ScriptFunctionBinding_t,CUtlMemory<ScriptFunctionBinding_t,int>>::
InsertBefore((CUtlVector<ScriptFunctionBinding_t,CUtlMemory<ScriptFunctionBinding_t,int>>
*)(g_CPointScriptTemplate_ScriptDesc + 0x10),
g_CPointScriptTemplate_ScriptDesc._28_4_);
puVar5 = (undefined4 *)(iVar3 * 0x30 + g_CPointScriptTemplate_ScriptDesc._16_4_);
puVar5[2] = "Add an entity to the template spawner";
*puVar5 = "AddTemplate";
puVar5[1] = "AddTemplate";
puVar5[3] = 0;
puVar5[6] = 1;
if ((int)puVar5[5] < 2) {
puVar5[5] = 2;
if ((void *)puVar5[4] == (void *)0x0) {
pvVar4 = malloc(8);
puVar5[4] = pvVar4;
}
else {
pvVar4 = realloc((void *)puVar5[4],8);
puVar5[4] = pvVar4;
}
}
else {
pvVar4 = (void *)puVar5[4];
}
puVar5[8] = pvVar4;
local_20[0] = 0x1f;
CUtlVector<int,CUtlMemory<int,int>>::InsertBefore
((CUtlVector<int,CUtlMemory<int,int>> *)(puVar5 + 4),puVar5[7],local_20);
local_20[0] = 0x20;
CUtlVector<int,CUtlMemory<int,int>>::InsertBefore
((CUtlVector<int,CUtlMemory<int,int>> *)(puVar5 + 4),puVar5[7],local_20);
uVar2 = g_CPointScriptTemplate_ScriptDesc._28_4_;
puVar5[9] = CMemberScriptBinding2<CPointScriptTemplate*,void(CPointScriptTemplate::*)(char_const*,HSCRIPT__*),void,char_const*,HSCRIPT__*>
::Call;
puVar5[10] = CPointScriptTemplate::AddTemplate;
puVar5[0xb] = 1;
iVar3 = CUtlVector<ScriptFunctionBinding_t,CUtlMemory<ScriptFunctionBinding_t,int>>::
InsertBefore((CUtlVector<ScriptFunctionBinding_t,CUtlMemory<ScriptFunctionBinding_t,int>>
*)(g_CPointScriptTemplate_ScriptDesc + 0x10),uVar2);
puVar5 = (undefined4 *)(iVar3 * 0x30 + g_CPointScriptTemplate_ScriptDesc._16_4_);
puVar5[2] = "Cache the group spawn tables";
*puVar5 = "SetGroupSpawnTables";
puVar5[1] = "SetGroupSpawnTables";
puVar5[3] = 0;
puVar5[6] = 1;
if ((int)puVar5[5] < 2) {
puVar5[5] = 2;
if ((void *)puVar5[4] == (void *)0x0) {
pvVar4 = malloc(8);
puVar5[4] = pvVar4;
}
else {
pvVar4 = realloc((void *)puVar5[4],8);
puVar5[4] = pvVar4;
}
}
else {
pvVar4 = (void *)puVar5[4];
}
puVar5[8] = pvVar4;
local_20[0] = 0x20;
CUtlVector<int,CUtlMemory<int,int>>::InsertBefore
((CUtlVector<int,CUtlMemory<int,int>> *)(puVar5 + 4),puVar5[7],local_20);
local_20[0] = 0x20;
CUtlVector<int,CUtlMemory<int,int>>::InsertBefore
((CUtlVector<int,CUtlMemory<int,int>> *)(puVar5 + 4),puVar5[7],local_20);
puVar5[9] = CMemberScriptBinding2<CPointScriptTemplate*,void(CPointScriptTemplate::*)(HSCRIPT__*,HSCRIPT__*),void,HSCRIPT__*,HSCRIPT__*>
::Call;
puVar5[10] = CPointScriptTemplate::SetGroupSpawnTables;
puVar5[0xb] = 1;
return (ScriptClassDesc_t *)g_CPointScriptTemplate_ScriptDesc;
}
return (ScriptClassDesc_t *)g_CPointScriptTemplate_ScriptDesc;
}
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.