CBaseEntityList::AddEntityAtSlot
0x0044a490 · 135 bytes · __cdecl
_ZN15CBaseEntityList15AddEntityAtSlotEP13IHandleEntityii
Decompiled
undefined (3 params)
/* CBaseEntityList::AddEntityAtSlot(IHandleEntity*, int, int) */
IHandleEntity * CBaseEntityList::AddEntityAtSlot(IHandleEntity *param_1,int param_2,int param_3)
{
int iVar1;
uint in_stack_00000010;
int in_stack_00000014;
undefined4 local_20 [4];
iVar1 = in_stack_00000010 * 0x10 + param_2;
*(int *)(iVar1 + 4) = param_3;
if (in_stack_00000014 != -1) {
*(int *)(iVar1 + 8) = in_stack_00000014;
}
CEntInfoList::LinkBefore
((CEntInfoList *)(Elf32_Ehdr_00010000.e_ident_magic_str + param_2 + 3),(CEntInfo *)0x0,
(CEntInfo *)(iVar1 + 4));
*(uint *)param_1 = *(int *)(iVar1 + 8) << 0xc | in_stack_00000010;
(**(code **)(*(int *)param_3 + 8))(param_3,param_1);
local_20[0] = *(undefined4 *)param_1;
(*(code *)**(undefined4 **)param_2)(param_2,param_3,local_20);
return param_1;
}
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.