GetResponseRulesNameFromEntity
0x009a0720 · 63 bytes · __cdecl
_Z30GetResponseRulesNameFromEntityP11CBaseEntity
Decompiled
undefined (1 param)
/* GetResponseRulesNameFromEntity(CBaseEntity*) */
undefined4 GetResponseRulesNameFromEntity(CBaseEntity *param_1)
{
undefined4 *puVar1;
undefined4 uVar2;
if (param_1 != (CBaseEntity *)0x0) {
puVar1 = (undefined4 *)
__dynamic_cast(param_1,&CBaseEntity::typeinfo,&IResponseRulesWeaponSource::typeinfo,
0xfffffffe);
if (puVar1 != (undefined4 *)0x0) {
/* WARNING: Could not recover jumptable at 0x009a0759. Too many branches */
/* WARNING: Treating indirect jump as call */
uVar2 = (**(code **)*puVar1)();
return uVar2;
}
}
return 0;
}
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.