UTIL_IsMasterTriggered
0x00b2cc00 · 140 bytes · __cdecl
_Z22UTIL_IsMasterTriggered8string_tP11CBaseEntity
Decompiled
undefined (2 params)
/* UTIL_IsMasterTriggered(string_t, CBaseEntity*) */
undefined4 UTIL_IsMasterTriggered(char *param_1,CBaseEntity *param_2)
{
int *piVar1;
uint uVar2;
undefined4 uVar3;
if (param_1 != (char *)0x0) {
piVar1 = (int *)CGlobalEntityList::FindEntityByName
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,param_1,
(CBaseEntity *)0x0,param_2,(CBaseEntity *)0x0,
(IEntityFindFilter *)0x0);
if (piVar1 != (int *)0x0) {
uVar2 = (**(code **)(*piVar1 + 0xa4))(piVar1);
if ((uVar2 & 0x10000000) != 0) {
/* WARNING: Could not recover jumptable at 0x00b2cc94. Too many branches */
/* WARNING: Treating indirect jump as call */
uVar3 = (**(code **)(*piVar1 + 0x13c))();
return uVar3;
}
}
Warning("Master was null or not a master!\n");
}
return 1;
}
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.