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 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.