L L4D2node

CDirector::GetScriptValue

0x0087d530 · 370 bytes · __cdecl

_ZN9CDirector14GetScriptValueEPKc6Vector

Decompiled

undefined (2 params)

/* CDirector::GetScriptValue(char const*, Vector) */

undefined4 *
CDirector::GetScriptValue
          (undefined4 *param_1,int param_2,undefined4 param_3,undefined4 param_4,undefined4 param_5,
          undefined4 param_6)

{
  char cVar1;
  int iVar2;
  char *pcVar3;
  char *local_28 [2];
  ushort local_20;
  ushort local_1e;
  
  if ((*(int *)(param_2 + 0x4b8) == -1) || (g_pScriptVM == (int *)0x0)) goto LAB_0087d5d6;
  local_28[0] = (char *)0x0;
  local_1e = 0;
  local_20 = 0;
                    /* try { // try from 0087d581 to 0087d671 has its CatchHandler @ 0087d6ae */
  cVar1 = (**(code **)(*g_pScriptVM + 0x90))(g_pScriptVM,*(int *)(param_2 + 0x4b8),param_3,local_28)
  ;
  if (cVar1 != '\0') {
    if (local_20 == 3) {
LAB_0087d5ab:
      param_4 = *(undefined4 *)local_28[0];
      param_5 = *(undefined4 *)(local_28[0] + 4);
      param_6 = *(undefined4 *)(local_28[0] + 8);
    }
    else {
      if ((short)local_20 < 4) {
        if (local_20 == 0) goto LAB_0087d60d;
LAB_0087d650:
        pcVar3 = "unknown_variant_type";
        if (local_20 < 0x29) {
          pcVar3 = *(char **)(CSWTCH_3966 + (uint)local_20 * 4);
        }
        Warning("No free conversion of %s variant to Vector right now\n",pcVar3);
      }
      else {
        if (local_20 != 0x1f) {
          if (local_20 != 0x28) goto LAB_0087d650;
          goto LAB_0087d5ab;
        }
        iVar2 = sscanf(local_28[0],"%f %f %f",&param_4,&param_5,&param_6);
        if (iVar2 == 3) goto joined_r0x0087d5d4;
LAB_0087d60d:
        param_4 = vec3_origin;
        param_5 = DAT_01053d4c;
        param_6 = DAT_01053d50;
      }
      (**(code **)(*g_pScriptVM + 0x9c))(g_pScriptVM,local_28);
    }
  }
joined_r0x0087d5d4:
  if ((local_1e & 1) != 0) {
    free(local_28[0]);
  }
LAB_0087d5d6:
  *param_1 = param_4;
  param_1[1] = param_5;
  param_1[2] = param_6;
  return param_1;
}

SourceMod gamedata

paste into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)