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 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.