L L4D2node

CEdgeList::SpewActiveEdgeList

0x001cc800 · 186 bytes · __thiscall

_ZN9CEdgeList18SpewActiveEdgeListEfb

Decompiled

undefined (3 params)

/* CEdgeList::SpewActiveEdgeList(float, bool) */

void __thiscall CEdgeList::SpewActiveEdgeList(CEdgeList *this,float param_1,bool param_2)

{
  CEdgeList *pCVar1;
  
  pCVar1 = *(CEdgeList **)(this + 0x70);
  Msg(&DAT_002bd4af,(double)param_1);
  for (; pCVar1 != this + 0x74; pCVar1 = *(CEdgeList **)(pCVar1 + 0x2c)) {
    while (!param_2) {
      Msg("(%d %.3f [%d]) ",((int)pCVar1 - *(int *)this >> 4) * -0x55555555,
          (double)*(float *)(pCVar1 + 0x20),*(undefined4 *)(pCVar1 + 0x24));
      pCVar1 = *(CEdgeList **)(pCVar1 + 0x2c);
      if (pCVar1 == this + 0x74) goto LAB_001cc8ae;
    }
    Msg("(%d %X [%d]) ",((int)pCVar1 - *(int *)this >> 4) * -0x55555555,
        *(undefined4 *)(pCVar1 + 0x20),*(undefined4 *)(pCVar1 + 0x24));
  }
LAB_001cc8ae:
  Msg();
  return;
}

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)