CDirector::RunSingleScript
0x0087dc10 · 115 bytes · __thiscall
_ZN9CDirector15RunSingleScriptEPKcNS_14ScriptLevels_tE
Decompiled
undefined (3 params)
/* CDirector::RunSingleScript(char const*, CDirector::ScriptLevels_t) */
undefined4 __thiscall CDirector::RunSingleScript(CDirector *this,char *param_1,int param_3)
{
HSCRIPT__ *pHVar1;
undefined4 uVar2;
UTIL_LogPrintf("CDirector::RunSingleScript, %s, level: %d\n",param_1,param_3);
if (*(int *)(this + 0x488) == -1) {
(**(code **)(*(int *)this + 0x48))(this);
}
pHVar1 = (HSCRIPT__ *)0x0;
if (*(HSCRIPT__ **)(this + param_3 * 0xc + 0x488) != (HSCRIPT__ *)&DAT_ffffffff) {
pHVar1 = *(HSCRIPT__ **)(this + param_3 * 0xc + 0x488);
}
uVar2 = VScriptServerRunScript(param_1,pHVar1,true);
PostRunScript(this);
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.