CTraceFilterSimpleList::AddEntitiesToIgnore
0x00582f90 · 98 bytes · __thiscall
_ZN22CTraceFilterSimpleList19AddEntitiesToIgnoreEiPP13IHandleEntity
Decompiled
undefined (3 params)
/* CTraceFilterSimpleList::AddEntitiesToIgnore(int, IHandleEntity**) */
void __thiscall
CTraceFilterSimpleList::AddEntitiesToIgnore
(CTraceFilterSimpleList *this,int param_1,IHandleEntity **param_2)
{
int iVar1;
iVar1 = *(int *)(this + 0x1c);
if (param_1 != 0) {
CUtlVector<IHandleEntity*,CUtlMemory<IHandleEntity*,int>>::GrowVector
((CUtlVector<IHandleEntity*,CUtlMemory<IHandleEntity*,int>> *)(this + 0x10),param_1);
CUtlVector<IHandleEntity*,CUtlMemory<IHandleEntity*,int>>::ShiftElementsRight
((CUtlVector<IHandleEntity*,CUtlMemory<IHandleEntity*,int>> *)(this + 0x10),iVar1,
param_1);
}
memcpy((void *)(*(int *)(this + 0x10) + iVar1 * 4),param_2,param_1 << 2);
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.