L L4D2node

CEventQueue::AddEvent

0x0063c910 · 50 bytes · __thiscall

_ZN11CEventQueue8AddEventEP28EventQueuePrioritizedEvent_t

Decompiled

undefined (2 params)

/* CEventQueue::AddEvent(EventQueuePrioritizedEvent_t*) */

void __thiscall CEventQueue::AddEvent(CEventQueue *this,EventQueuePrioritizedEvent_t *param_1)

{
  CEventQueue *pCVar1;
  
  do {
    pCVar1 = this;
    this = *(CEventQueue **)(pCVar1 + 0x30);
    if (this == (CEventQueue *)0x0) break;
  } while (*(float *)this < *(float *)param_1 || *(float *)this == *(float *)param_1);
  *(CEventQueue **)(param_1 + 0x30) = this;
  *(CEventQueue **)(param_1 + 0x34) = pCVar1;
  *(EventQueuePrioritizedEvent_t **)(pCVar1 + 0x30) = param_1;
  if (*(int *)(param_1 + 0x30) != 0) {
    *(EventQueuePrioritizedEvent_t **)(*(int *)(param_1 + 0x30) + 0x34) = param_1;
  }
  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)