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 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.