L L4D2node

CTraceBulletEntityEnumerator::EnumElement

0x0052cf90 · 62 bytes · __thiscall

_ZN28CTraceBulletEntityEnumerator11EnumElementEP13IHandleEntity

Decompiled

undefined (2 params)

/* CTraceBulletEntityEnumerator::EnumElement(IHandleEntity*) */

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

{
  CTraceBulletEntityEnumerator *pCVar1;
  int iVar2;
  
  iVar2 = *(int *)(this + 0x260);
  if (0x7f < iVar2) {
    return 1;
  }
  *(int *)(this + 0x260) = iVar2 + 1;
  pCVar1 = this + 0x60;
  *(CTraceBulletEntityEnumerator **)(this + 0x264) = pCVar1;
  if (pCVar1 + iVar2 * 4 != (CTraceBulletEntityEnumerator *)0x0) {
    *(IHandleEntity **)(pCVar1 + iVar2 * 4) = param_1;
    return 0;
  }
  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)