L L4D2node

CStaticPropMgr::GetAllStaticProps

0x001e7210 · 103 bytes · __thiscall

_ZN14CStaticPropMgr17GetAllStaticPropsEP10CUtlVectorIP12ICollideable10CUtlMemoryIS2_iEE

Decompiled

undefined (2 params)

/* CStaticPropMgr::GetAllStaticProps(CUtlVector<ICollideable*, CUtlMemory<ICollideable*, int> >*) */

void __thiscall CStaticPropMgr::GetAllStaticProps(CStaticPropMgr *this,CUtlVector *param_1)

{
  int iVar1;
  int iVar2;
  int iVar3;
  ICollideable *local_20 [4];
  
  if ((param_1 != (CUtlVector *)0x0) && (iVar1 = *(int *)(this + 0x2c), iVar1 != 0)) {
    iVar3 = 0;
    do {
      iVar2 = iVar3 * 0xd8 + *(int *)(this + 0x20);
      local_20[0] = (ICollideable *)(iVar2 + 8);
      if (iVar2 == 0) {
        local_20[0] = (ICollideable *)0x0;
      }
      iVar3 = iVar3 + 1;
      CUtlVector<ICollideable*,CUtlMemory<ICollideable*,int>>::InsertBefore
                ((CUtlVector<ICollideable*,CUtlMemory<ICollideable*,int>> *)param_1,
                 *(int *)(param_1 + 0xc),local_20);
    } while (iVar1 != iVar3);
  }
  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)