GetValueToAutoRef
0x0080a8e0 · 139 bytes · __regparm3
_ZL17GetValueToAutoRefR14CScriptAutoRefP9HSCRIPT__PKc
Decompiled
undefined (3 params)
/* GetValueToAutoRef(CScriptAutoRef&, HSCRIPT__*, char const*) */
undefined4 __regparm3 GetValueToAutoRef(CScriptAutoRef *param_1,HSCRIPT__ *param_2,char *param_3)
{
void *pvVar1;
undefined4 uVar2;
void *local_28 [2];
short local_20;
ushort local_1e;
local_20 = 0;
local_1e = 0;
local_28[0] = (void *)0x0;
/* try { // try from 0080a917 to 0080a96c has its CatchHandler @ 0080a974 */
uVar2 = (**(code **)(*g_pScriptVM + 0x90))(g_pScriptVM,param_2,param_3,local_28);
pvVar1 = local_28[0];
if ((char)uVar2 != '\0') {
if (local_20 == 0x20) {
if (*(int *)param_1 != 0) {
(**(code **)(*g_pScriptVM + 0x30))(g_pScriptVM,*(int *)param_1);
}
*(void **)param_1 = pvVar1;
}
else {
uVar2 = 0;
}
}
if ((local_1e & 1) != 0) {
free(local_28[0]);
}
return uVar2;
}
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.