SafeGet<CVariantBase<CVariantDefaultAllocator>>
0x0080a020 · 58 bytes · __regparm3
_Z7SafeGetI12CVariantBaseI24CVariantDefaultAllocatorEEbP9HSCRIPT__PKcRT_b.isra.45
Decompiled
bool (4 params)
/* bool SafeGet<CVariantBase<CVariantDefaultAllocator> >(HSCRIPT__*, char const*,
CVariantBase<CVariantDefaultAllocator>&, bool) [clone .isra.45] */
bool __regparm3
SafeGet<CVariantBase<CVariantDefaultAllocator>>
(HSCRIPT__ *param_1,char *param_2,CVariantBase *param_3,bool param_4)
{
char cVar1;
bool bVar2;
cVar1 = (**(code **)(*g_pScriptVM + 0x90))(g_pScriptVM,param_1,param_2,param_3);
bVar2 = false;
if (cVar1 != '\0') {
bVar2 = *(short *)(param_3 + 8) != 0;
}
return bVar2;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.