L L4D2node

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 into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)