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 intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.