CEntityListAlongRay::EnumElement
0x0015cfc0 · 64 bytes · __thiscall
_ZN19CEntityListAlongRay11EnumElementEP13IHandleEntity
Decompiled
undefined (2 params)
/* CEntityListAlongRay::EnumElement(IHandleEntity*) */
undefined4 __thiscall
CEntityListAlongRay::EnumElement(CEntityListAlongRay *this,IHandleEntity *param_1)
{
int iVar1;
iVar1 = *(int *)(this + 0xc);
if (iVar1 < 0x400) {
*(IHandleEntity **)(this + iVar1 * 4 + 0x10) = param_1;
*(int *)(this + 0xc) = iVar1 + 1;
return 0;
}
DevMsg(1,"Max entity count along ray exceeded!\n");
return 1;
}
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.