L L4D2node

CWatcherList::GetCallbackObjects

0x00477e90 · 179 bytes · __thiscall

_ZN12CWatcherList18GetCallbackObjectsEPP16IWatcherCallbacki

Decompiled

undefined (3 params)

/* CWatcherList::GetCallbackObjects(IWatcherCallback**, int) */

int __thiscall
CWatcherList::GetCallbackObjects(CWatcherList *this,IWatcherCallback **param_1,int param_2)

{
  uint *puVar1;
  ushort uVar2;
  uint uVar3;
  ushort uVar4;
  undefined *puVar5;
  int iVar6;
  
  iVar6 = 0;
  uVar4 = *(ushort *)(DAT_00f7e88c + (uint)*(ushort *)this * 10);
  do {
    while( true ) {
      if (uVar4 == 0xffff) {
        return iVar6;
      }
      puVar1 = (uint *)(g_WatcherList + (uint)uVar4 * 0xc);
      uVar3 = *puVar1;
      uVar2 = *(ushort *)((int)puVar1 + 10);
      if ((((uVar3 != 0xffffffff) &&
           (puVar5 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
          (*(uint *)(puVar5 + 8) == uVar3 >> 0xc)) && (*(int *)(puVar5 + 4) != 0)) break;
      CUtlMultiList<watcher_t,unsigned_short>::Remove
                ((CUtlMultiList<watcher_t,unsigned_short> *)&g_WatcherList,*(ushort *)this,uVar4);
      uVar4 = uVar2;
    }
    param_1[iVar6] = (IWatcherCallback *)puVar1[1];
    iVar6 = iVar6 + 1;
    uVar4 = uVar2;
  } while (iVar6 < param_2);
  return iVar6;
}

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)