CTerrorMeleeWeapon::RememberEntityAsHitThisSwing
0x00569440 · 94 bytes · __thiscall
_ZN18CTerrorMeleeWeapon28RememberEntityAsHitThisSwingEP13IHandleEntity
Decompiled
undefined (2 params)
/* CTerrorMeleeWeapon::RememberEntityAsHitThisSwing(IHandleEntity*) */
void __thiscall
CTerrorMeleeWeapon::RememberEntityAsHitThisSwing(CTerrorMeleeWeapon *this,IHandleEntity *param_1)
{
int iVar1;
int iVar2;
iVar1 = *(int *)(this + 0x17f4);
if (0 < iVar1) {
if ((IHandleEntity *)**(int **)(this + 0x17e8) == param_1) {
return;
}
iVar2 = 0;
do {
iVar2 = iVar2 + 1;
if (iVar2 == iVar1) goto LAB_0056947c;
} while ((IHandleEntity *)(*(int **)(this + 0x17e8))[iVar2] != param_1);
if (iVar2 != -1) {
return;
}
}
LAB_0056947c:
CUtlVector<IHandleEntity*,CUtlMemory<IHandleEntity*,int>>::InsertBefore
((CUtlVector<IHandleEntity*,CUtlMemory<IHandleEntity*,int>> *)(this + 0x17e8),iVar1,
¶m_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.