Script_AddThinkToEnt
0x00b442f0 · 208 bytes · __cdecl
_ZL20Script_AddThinkToEntP9HSCRIPT__PKc
Decompiled
undefined (2 params)
/* Script_AddThinkToEnt(HSCRIPT__*, char const*) */
void Script_AddThinkToEnt(HSCRIPT__ *param_1,char *param_2)
{
ScriptClassDesc_t *pSVar1;
float fVar2;
code *pcVar3;
undefined1 local_2c [12];
undefined4 local_20 [4];
if (param_1 == (HSCRIPT__ *)0x0) {
fVar2 = 0.0;
}
else {
pcVar3 = *(code **)(*g_pScriptVM + 0x68);
pSVar1 = GetScriptDesc<CBaseEntity>((CBaseEntity *)0x0);
fVar2 = (float)(*pcVar3)(g_pScriptVM,param_1,pSVar1);
}
if (param_2 == (char *)0x0) {
pcVar3 = (code *)0x0;
}
else {
AllocPooledString((char *)local_20);
*(undefined4 *)((int)fVar2 + 0x3e4) = local_20[0];
pcVar3 = CBaseEntity::ScriptThink;
}
CBaseEntity::ThinkSet((_func_void *)local_2c,fVar2,(char *)pcVar3);
return;
}
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.