CTraceFilterSimpleList::AddEntityToIgnore
0x00582f40 · 77 bytes · __thiscall
_ZN22CTraceFilterSimpleList17AddEntityToIgnoreEP13IHandleEntity
Decompiled
undefined (2 params)
/* CTraceFilterSimpleList::AddEntityToIgnore(IHandleEntity*) */
void __thiscall
CTraceFilterSimpleList::AddEntityToIgnore(CTraceFilterSimpleList *this,IHandleEntity *param_1)
{
undefined4 *puVar1;
int iVar2;
iVar2 = *(int *)(this + 0x1c);
CUtlVector<IHandleEntity*,CUtlMemory<IHandleEntity*,int>>::GrowVector
((CUtlVector<IHandleEntity*,CUtlMemory<IHandleEntity*,int>> *)(this + 0x10),1);
CUtlVector<IHandleEntity*,CUtlMemory<IHandleEntity*,int>>::ShiftElementsRight
((CUtlVector<IHandleEntity*,CUtlMemory<IHandleEntity*,int>> *)(this + 0x10),iVar2,1);
puVar1 = (undefined4 *)(*(int *)(this + 0x10) + iVar2 * 4);
if (puVar1 != (undefined4 *)0x0) {
*puVar1 = 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.