L L4D2node

CBaseEntityList::CBaseEntityList

0x0044a3e0 · 170 bytes · __thiscall

_ZN15CBaseEntityListC1Ev

Decompiled

undefined (1 param)

/* CBaseEntityList::CBaseEntityList() */

void __thiscall CBaseEntityList::CBaseEntityList(CBaseEntityList *this)

{
  int iVar1;
  uint uVar2;
  CBaseEntityList *pCVar3;
  int iVar4;
  
  iVar4 = 0x1000;
  *(undefined ***)this = &PTR_OnAddEntity_00c11c68;
  *(undefined4 *)(this + 0x10004) = 0;
  *(undefined4 *)(this + 0x10008) = 0;
  *(undefined4 *)(this + 0x1000c) = 0;
  *(undefined4 *)(this + 0x10010) = 0;
  pCVar3 = this + 4;
  do {
    *(CBaseEntityList **)(pCVar3 + 0xc) = pCVar3;
    *(CBaseEntityList **)(pCVar3 + 8) = pCVar3;
    uVar2 = rand();
    *(undefined4 *)pCVar3 = 0;
    *(uint *)(pCVar3 + 4) = uVar2 & 0x7fff;
    iVar4 = iVar4 + -1;
    pCVar3 = pCVar3 + 0x10;
  } while (iVar4 != 0);
  iVar4 = 0;
  do {
    iVar1 = iVar4 + 0x8014;
    iVar4 = iVar4 + 0x10;
    CEntInfoList::LinkBefore
              ((CEntInfoList *)(this + 0x1000c),(CEntInfo *)0x0,(CEntInfo *)(this + iVar1));
  } while (iVar4 != 0x7ff0);
  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)