CEngineTrace::EnumerateEntities
0x00158a70 · 98 bytes · __thiscall
_ZN12CEngineTrace17EnumerateEntitiesERK6VectorS2_P17IEntityEnumerator
Decompiled
undefined (4 params)
/* CEngineTrace::EnumerateEntities(Vector const&, Vector const&, IEntityEnumerator*) */
void __thiscall
CEngineTrace::EnumerateEntities
(CEngineTrace *this,Vector *param_1,Vector *param_2,IEntityEnumerator *param_3)
{
code *pcVar1;
int *piVar2;
undefined4 uVar3;
undefined **local_28;
IEntityEnumerator *local_24;
CEngineTrace *local_20;
local_28 = &PTR_EnumElement_002af128;
*(int *)(this + 0x14) = *(int *)(this + 0x14) + 1;
local_20 = this;
local_24 = param_3;
piVar2 = (int *)SpatialPartition();
pcVar1 = *(code **)(*piVar2 + 0x38);
uVar3 = (**(code **)(*(int *)this + 0x6c))(this);
(*pcVar1)(piVar2,uVar3,param_1,param_2,0,&local_28);
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.