DoEntFire
0x00b44cf0 · 419 bytes · __cdecl
_ZL9DoEntFirePKcS0_S0_fP9HSCRIPT__S2_
Decompiled
undefined (6 params)
/* DoEntFire(char const*, char const*, char const*, float, HSCRIPT__*, HSCRIPT__*) */
void DoEntFire(char *param_1,char *param_2,char *param_3,float param_4,HSCRIPT__ *param_5,
HSCRIPT__ *param_6)
{
code *pcVar1;
int iVar2;
ScriptClassDesc_t *pSVar3;
undefined4 uVar4;
undefined4 uVar5;
char *pcVar6;
char *pcVar7;
undefined4 local_48;
char *local_44;
char *local_40 [4];
char *local_30 [3];
undefined4 local_24;
undefined4 local_20;
AllocPooledString((char *)local_40);
pcVar6 = "";
if (local_40[0] != (char *)0x0) {
pcVar6 = local_40[0];
}
if ((*(int *)(gpGlobals + 0x14) < 2) ||
(iVar2 = _V_stricmp(pcVar6,"point_servercommand"), iVar2 != 0)) {
pcVar7 = "Use";
if ((*param_2 != '\0') &&
(AllocPooledString((char *)local_40), pcVar7 = local_40[0], local_40[0] == (char *)0x0)) {
pcVar7 = "";
}
local_48 = 0;
local_44 = (char *)0x0;
if (*param_3 != '\0') {
AllocPooledString((char *)local_40);
local_44 = local_40[0];
local_48 = 2;
}
if (param_4 <= 0.0) {
param_4 = 0.0;
}
if (param_6 == (HSCRIPT__ *)0x0) {
uVar4 = 0;
}
else {
pcVar1 = *(code **)(*g_pScriptVM + 0x68);
pSVar3 = GetScriptDesc<CBaseEntity>((CBaseEntity *)0x0);
uVar4 = (*pcVar1)(g_pScriptVM,param_6,pSVar3);
}
if (param_5 == (HSCRIPT__ *)0x0) {
uVar5 = 0;
}
else {
pcVar1 = *(code **)(*g_pScriptVM + 0x68);
pSVar3 = GetScriptDesc<CBaseEntity>((CBaseEntity *)0x0);
uVar5 = (*pcVar1)(g_pScriptVM,param_5,pSVar3);
}
local_30[0] = local_44;
local_24 = 0xffffffff;
local_20 = local_48;
CEventQueue::AddEvent((CEventQueue *)g_EventQueue,pcVar6,pcVar7,local_30,param_4,uVar5,uVar4,0);
}
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.