CDirtySpatialPartitionEntityList::AddEntity
0x00429540 · 194 bytes · __thiscall
_ZN32CDirtySpatialPartitionEntityList9AddEntityEP11CBaseEntity
Decompiled
undefined (2 params)
/* CDirtySpatialPartitionEntityList::AddEntity(CBaseEntity*) */
void __thiscall
CDirtySpatialPartitionEntityList::AddEntity
(CDirtySpatialPartitionEntityList *this,CBaseEntity *param_1)
{
undefined4 uVar1;
char cVar2;
undefined4 *puVar3;
undefined4 *puVar4;
int iVar5;
puVar3 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
iVar5 = *(int *)(this + 0x1c);
puVar4 = *(undefined4 **)(this + 0x18);
if (puVar4 != (undefined4 *)0x0) {
do {
cVar2 = ThreadInterlockedAssignIf64(this + 0x18,*puVar4,iVar5 + -1,puVar4,iVar5);
if (cVar2 != '\0') goto LAB_004295ac;
puVar4 = *(undefined4 **)(this + 0x18);
iVar5 = *(int *)(this + 0x1c);
} while (puVar4 != (undefined4 *)0x0);
}
puVar4 = ::operator_new(0x10);
puVar4[2] = 0xffffffff;
LAB_004295ac:
puVar4[2] = *puVar3;
do {
iVar5 = *(int *)(this + 0x14);
uVar1 = *(undefined4 *)(this + 0x10);
*puVar4 = uVar1;
cVar2 = ThreadInterlockedAssignIf64(this + 0x10,puVar4,iVar5 + 0x10001,uVar1,iVar5);
} while (cVar2 == '\0');
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.