L L4D2node

CEntitySaveUtils::GetEntityDependencies

0x004a60e0 · 20 bytes · __cdecl

_ZN16CEntitySaveUtils21GetEntityDependenciesEP11CBaseEntityiPS1_

Decompiled

undefined (3 params)

/* CEntitySaveUtils::GetEntityDependencies(CBaseEntity*, int, CBaseEntity**) */

void CEntitySaveUtils::GetEntityDependencies(CBaseEntity *param_1,int param_2,CBaseEntity **param_3)

{
                    /* WARNING: Could not recover jumptable at 0x004a60f2. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(**(int **)(param_1 + 4) + 0x20))();
  return;
}

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)