L L4D2node

CPushAwayEnumerator::EnumElement

0x00471880 · 112 bytes · __thiscall

_ZN19CPushAwayEnumerator11EnumElementEP13IHandleEntity

Decompiled

undefined (2 params)

/* CPushAwayEnumerator::EnumElement(IHandleEntity*) */

undefined4 __thiscall
CPushAwayEnumerator::EnumElement(CPushAwayEnumerator *this,IHandleEntity *param_1)

{
  uint uVar1;
  int *piVar2;
  char cVar3;
  uint *puVar4;
  int iVar5;
  CBaseEntity *pCVar6;
  
  pCVar6 = (CBaseEntity *)0x0;
  puVar4 = (uint *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
  uVar1 = *puVar4;
  if (((uVar1 != 0xffffffff) &&
      (iVar5 = (uVar1 & 0xfff) * 0x10, *(uint *)(gEntList + iVar5 + 8) == uVar1 >> 0xc)) &&
     (piVar2 = *(int **)(gEntList + iVar5 + 4), piVar2 != (int *)0x0)) {
    pCVar6 = (CBaseEntity *)(**(code **)(*piVar2 + 0x18))(piVar2);
  }
  cVar3 = IsPushAwayEntity(pCVar6);
  if ((cVar3 != '\0') && (*(int *)(this + 8) < *(int *)(this + 0xc))) {
    *(CBaseEntity **)(*(int *)(this + 4) + *(int *)(this + 8) * 4) = pCVar6;
    *(int *)(this + 8) = *(int *)(this + 8) + 1;
  }
  return 0;
}

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)