CBaseEntity::Instance
0x008e36b0 · 71 bytes · __cdecl
_ZN11CBaseEntity8InstanceEi
Decompiled
undefined (1 param)
/* CBaseEntity::Instance(int) */
undefined4 CBaseEntity::Instance(int param_1)
{
byte *pbVar1;
undefined4 uVar2;
byte *pbVar3;
pbVar1 = *(byte **)(gpGlobals + 0x58);
if ((uint)param_1 < 0x800) {
if (pbVar1 == (byte *)0x0) {
return 0;
}
pbVar3 = pbVar1 + param_1 * 0x10;
if ((pbVar1[param_1 * 0x10] & 2) == 0) goto LAB_008e36d4;
}
else if (pbVar1 == (byte *)0x0) {
return 0;
}
pbVar3 = pbVar1;
if ((*pbVar1 & 2) != 0) {
return 0;
}
LAB_008e36d4:
if (*(int **)(pbVar3 + 0xc) == (int *)0x0) {
return 0;
}
/* WARNING: Could not recover jumptable at 0x008e36e4. Too many branches */
/* WARNING: Treating indirect jump as call */
uVar2 = (**(code **)(**(int **)(pbVar3 + 0xc) + 0x18))();
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.