L L4D2node

CResponseQueueManager::LevelInitPreEntity

0x005db0d0 · 190 bytes · __thiscall

_ZN21CResponseQueueManager18LevelInitPreEntityEv

Decompiled

undefined (1 param)

/* CResponseQueueManager::LevelInitPreEntity() */

void __thiscall CResponseQueueManager::LevelInitPreEntity(CResponseQueueManager *this)

{
  CUtlFixedMemory<UtlLinkedListElem_t<CScriptSpeechQueue::CQueuedScriptEvent,int>> *this_00;
  CResponseQueue *this_01;
  
  if (*(int *)(this + 0xc) == 0) {
    this_01 = ::operator_new(0x40);
    CResponseQueue::CResponseQueue(this_01,0x40);
    *(CResponseQueue **)(this + 0xc) = this_01;
  }
  if (*(int *)(this + 0x10) != 0) {
    return;
  }
  this_00 = ::operator_new(0x2c);
  *(undefined4 *)this_00 = 0;
  *(undefined4 *)(this_00 + 4) = 0;
  *(undefined4 *)(this_00 + 8) = 0;
                    /* try { // try from 005db125 to 005db129 has its CatchHandler @ 005db196 */
  CUtlFixedMemory<UtlLinkedListElem_t<CScriptSpeechQueue::CQueuedScriptEvent,int>>::Grow
            (this_00,0x40);
  *(undefined4 *)(this_00 + 0x20) = 0;
  *(undefined4 *)(this_00 + 0x24) = 0xffffffff;
  *(undefined4 *)(this_00 + 0xc) = 0;
  *(undefined4 *)(this_00 + 0x10) = 0;
  *(undefined4 *)(this_00 + 0x14) = 0;
  *(undefined4 *)(this_00 + 0x18) = 0;
  *(undefined4 *)(this_00 + 0x1c) = 0;
  *(undefined4 *)(this_00 + 0x28) = 0;
  *(CUtlFixedMemory<UtlLinkedListElem_t<CScriptSpeechQueue::CQueuedScriptEvent,int>> **)
   (this + 0x10) = this_00;
  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)