L L4D2node

CResponseQueue::AddExpresserHost

0x005da8c0 · 263 bytes · __thiscall

_ZN14CResponseQueue16AddExpresserHostEP11CBaseEntity

Decompiled

undefined (2 params)

/* CResponseQueue::AddExpresserHost(CBaseEntity*) */

void __thiscall CResponseQueue::AddExpresserHost(CResponseQueue *this,CBaseEntity *param_1)

{
  uint uVar1;
  uint *puVar2;
  int iVar3;
  undefined *puVar4;
  int iVar5;
  uint local_20 [4];
  
  local_20[0] = 0xffffffff;
  if (param_1 != (CBaseEntity *)0x0) {
    puVar2 = (uint *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
    local_20[0] = *puVar2;
  }
  iVar3 = CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>::Find
                    ((CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>> *)
                     (this + 0x2c),(CHandle *)local_20);
  if (-1 < iVar3) {
    return;
  }
  iVar3 = *(int *)(this + 0x38);
  if (iVar3 < 1) {
LAB_005da968:
    CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>::InsertBefore
              ((CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>> *)
               (this + 0x2c),iVar3,(CHandle *)local_20);
    return;
  }
  puVar2 = *(uint **)(this + 0x2c);
  uVar1 = *puVar2;
  if ((((uVar1 != 0xffffffff) &&
       (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar4 + 4) != 0)) {
    iVar5 = 0;
    do {
      puVar2 = puVar2 + 1;
      iVar5 = iVar5 + 1;
      if (iVar5 == iVar3) goto LAB_005da968;
      uVar1 = *puVar2;
    } while (((uVar1 != 0xffffffff) &&
             (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc))
            && ((*(uint *)(puVar4 + 8) == uVar1 >> 0xc && (*(int *)(puVar4 + 4) != 0))));
  }
  *puVar2 = local_20[0];
  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)