CDirector::GetScriptValue
0x0087d6c0 · 172 bytes · __thiscall
_ZN9CDirector14GetScriptValueEPKcS1_Pci
Decompiled
undefined (5 params)
/* CDirector::GetScriptValue(char const*, char const*, char*, int) */
char * __thiscall
CDirector::GetScriptValue(CDirector *this,char *param_1,char *param_2,char *param_3,int param_4)
{
char cVar1;
char *local_28 [2];
undefined2 local_20;
ushort local_1e;
if ((*(int *)(this + 0x4b8) != -1) && (g_pScriptVM != (int *)0x0)) {
local_28[0] = (char *)0x0;
local_1e = 0;
local_20 = 0;
/* try { // try from 0087d70d to 0087d743 has its CatchHandler @ 0087d775 */
cVar1 = (**(code **)(*g_pScriptVM + 0x90))(g_pScriptVM,*(int *)(this + 0x4b8),param_1,local_28);
if (cVar1 != '\0') {
V_strncpy(param_3,local_28[0],param_4);
(**(code **)(*g_pScriptVM + 0x9c))(g_pScriptVM,local_28);
param_2 = param_3;
}
if ((local_1e & 1) != 0) {
free(local_28[0]);
return param_2;
}
}
return param_2;
}
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.