CVScriptGameSystem::FrameUpdatePostEntityThink
0x00b5b510 · 446 bytes · __cdecl
_ZN18CVScriptGameSystem26FrameUpdatePostEntityThinkEv
Decompiled
undefined (0 params)
/* WARNING: Removing unreachable block (ram,0x00b5b658) */
/* WARNING: Removing unreachable block (ram,0x00b5b690) */
/* CVScriptGameSystem::FrameUpdatePostEntityThink() */
void CVScriptGameSystem::FrameUpdatePostEntityThink(void)
{
int iVar1;
int *piVar2;
int iVar3;
int local_18;
if (g_pScriptVM != (int *)0x0) {
(**(code **)(*g_pScriptVM + 0x24))(g_pScriptVM,*(undefined4 *)(gpGlobals + 0xc));
}
CScrollingScreenOverlay::Draw((CScrollingScreenOverlay *)g_ScriptErrorScreenOverlay);
if ((*(int *)(developer._28_4_ + 0x30) != 0) && (g_bVscriptGameDebugEnabled != '\0')) {
local_18 = -1;
/* try { // try from 00b5b582 to 00b5b607 has its CatchHandler @ 00b5b6d6 */
iVar3 = (**(code **)(*g_pScriptVM + 0xd0))(g_pScriptVM);
if (iVar3 - 1U < 0xfffffffe) {
/* try { // try from 00b5b6af to 00b5b6b1 has its CatchHandler @ 00b5b6d6 */
local_18 = (**(code **)(*g_pScriptVM + 0x40))(g_pScriptVM,iVar3);
}
iVar3 = (**(code **)(*g_pScriptVM + 0x48))(g_pScriptVM,"ScriptDebugDraw",local_18,0);
if (iVar3 != 0) {
(**(code **)(*g_pScriptVM + 0x50))(g_pScriptVM,iVar3,0,0,0,local_18,1);
(**(code **)(*g_pScriptVM + 0x4c))(g_pScriptVM,iVar3);
}
piVar2 = g_pScriptVM;
if (local_18 != -1) {
if ((g_pScriptVM != (int *)0x0) &&
(0 < CUtlVectorUltraConservative<HSCRIPT__**,CUtlVectorUltraConservativeAllocator>::
StaticData()::staticData)) {
iVar3 = 0;
do {
(**(code **)(*piVar2 + 0x4c))
(piVar2,**(undefined4 **)
(&CUtlRBTree<CUtlMap<int,int,unsigned_short>::Node_t,unsigned_short,CUtlMap<int,int,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<int,int,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
::Links(unsigned_short)::s_Sentinel + iVar3 * 4));
iVar1 = iVar3 * 4;
iVar3 = iVar3 + 1;
**(undefined4 **)
(&CUtlRBTree<CUtlMap<int,int,unsigned_short>::Node_t,unsigned_short,CUtlMap<int,int,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<int,int,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
::Links(unsigned_short)::s_Sentinel + iVar1) = 0xffffffff;
} while (iVar3 < CUtlVectorUltraConservative<HSCRIPT__**,CUtlVectorUltraConservativeAllocator>
::StaticData()::staticData);
}
if ((local_18 != 0) && (piVar2 != (int *)0x0)) {
(**(code **)(*piVar2 + 0x44))(piVar2,local_18);
}
}
}
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.