AddWatcherToEntity
0x00478470 · 88 bytes · __regparm3
_ZL18AddWatcherToEntityP11CBaseEntityS0_i
Decompiled
undefined (3 params)
/* AddWatcherToEntity(CBaseEntity*, CBaseEntity*, int) */
void __regparm3 AddWatcherToEntity(CBaseEntity *param_1,CBaseEntity *param_2,int param_3)
{
undefined2 uVar1;
CWatcherList *this;
this = (CWatcherList *)CBaseEntity::GetDataObject(param_2,param_3);
if (this == (CWatcherList *)0x0) {
this = (CWatcherList *)CBaseEntity::CreateDataObject(param_2,param_3);
uVar1 = CUtlMultiList<watcher_t,unsigned_short>::CreateList
((CUtlMultiList<watcher_t,unsigned_short> *)&g_WatcherList);
*(undefined2 *)this = uVar1;
}
CWatcherList::AddToList(this,param_1);
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.