DoIncludeScript
0x00b47460 · 96 bytes · __cdecl
_Z15DoIncludeScriptPKcP9HSCRIPT__
Decompiled
undefined (2 params)
/* DoIncludeScript(char const*, HSCRIPT__*) */
undefined4 DoIncludeScript(char *param_1,HSCRIPT__ *param_2)
{
undefined4 uVar1;
char *pcVar2;
undefined8 uVar3;
uVar3 = VScriptServerRunScript(param_1,param_2,true);
if ((char)uVar3 == '\0') {
if (g_ScriptLastCompileScriptMissing == '\0') {
uVar1 = DoIncludeScript(param_1,(HSCRIPT__ *)((ulonglong)uVar3 >> 0x20));
return uVar1;
}
pcVar2 = "unknown";
if (param_1 != (char *)0x0) {
pcVar2 = param_1;
}
DevMsg("IncludeScript Warning - Script %s either missing or empty\n",pcVar2);
}
return (int)uVar3;
}
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.