CPointContentsEnum::EnumElement
0x0015d390 · 103 bytes · __thiscall
_ZN18CPointContentsEnum11EnumElementEP13IHandleEntity
Decompiled
undefined (2 params)
/* CPointContentsEnum::EnumElement(IHandleEntity*) */
undefined1 __thiscall
CPointContentsEnum::EnumElement(CPointContentsEnum *this,IHandleEntity *param_1)
{
undefined1 uVar1;
ICollideable *local_14;
undefined1 local_10 [8];
(**(code **)(**(int **)(this + 0xc) + 0x60))(*(int **)(this + 0xc),param_1,&local_14,local_10);
uVar1 = 0;
if (local_14 != (ICollideable *)0x0) {
uVar1 = TestEntity(*(CEngineTrace **)(this + 0xc),local_14,(Vector *)(this + 0x10),
*(int *)(this + 0x1c),(int *)(this + 4),(ICollideable **)(this + 8));
}
return uVar1;
}
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.