L L4D2node

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 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)