L L4D2node

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 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)