CPointScriptUseTarget::RunScriptCallback
0x00902df0 · 113 bytes · __thiscall
_ZN21CPointScriptUseTarget17RunScriptCallbackEP9HSCRIPT__P12CVariantBaseI24CVariantDefaultAllocatorE
Decompiled
undefined (3 params)
/* CPointScriptUseTarget::RunScriptCallback(HSCRIPT__*, CVariantBase<CVariantDefaultAllocator>*) */
undefined4 __thiscall
CPointScriptUseTarget::RunScriptCallback
(CPointScriptUseTarget *this,HSCRIPT__ *param_1,CVariantBase *param_2)
{
int *piVar1;
undefined4 uVar2;
piVar1 = g_pScriptVM;
uVar2 = 0;
if ((param_1 != (HSCRIPT__ *)0x0) && (this[0x474] == (CPointScriptUseTarget)0x0)) {
this[0x474] = (CPointScriptUseTarget)0x1;
(**(code **)(*piVar1 + 0x50))(piVar1,param_1,0,0,param_2,*(undefined4 *)(this + 1000),1);
this[0x474] = (CPointScriptUseTarget)0x0;
uVar2 = 1;
}
return uVar2;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.