CEventQueue::CancelEvents
0x0063d160 · 270 bytes · __thiscall
_ZN11CEventQueue12CancelEventsEP11CBaseEntity
Decompiled
undefined (2 params)
/* CEventQueue::CancelEvents(CBaseEntity*) */
void __thiscall CEventQueue::CancelEvents(CEventQueue *this,CBaseEntity *param_1)
{
uint uVar1;
void *pvVar2;
char *pcVar3;
int iVar4;
char *pcVar5;
undefined *puVar6;
void *pvVar7;
if (param_1 != (CBaseEntity *)0x0) {
for (pvVar7 = *(void **)(this + 0x30); pvVar7 != (void *)0x0;
pvVar7 = *(void **)((int)pvVar7 + 0x30)) {
while ((((uVar1 = *(uint *)((int)pvVar7 + 0x10), uVar1 != 0xffffffff &&
(puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc))
&& (*(uint *)(puVar6 + 8) == uVar1 >> 0xc)) &&
(param_1 == *(CBaseEntity **)(puVar6 + 4)))) {
pcVar3 = *(char **)(param_1 + 0x154);
if (pcVar3 == (char *)0x0) {
pcVar3 = "";
}
iVar4 = _V_stricmp(pcVar3,pcVar3);
if (iVar4 != 0) break;
pcVar3 = *(char **)(param_1 + 0x7c);
if (pcVar3 == (char *)0x0) {
pcVar3 = "";
}
iVar4 = 0;
uVar1 = *(uint *)((int)pvVar7 + 0x10);
if (((uVar1 != 0xffffffff) &&
(puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar6 + 8) == uVar1 >> 0xc)) {
iVar4 = *(int *)(puVar6 + 4);
}
pcVar5 = *(char **)(iVar4 + 0x7c);
if (pcVar5 == (char *)0x0) {
pcVar5 = "";
}
iVar4 = _V_stricmp(pcVar5,pcVar3);
if (iVar4 != 0) break;
pvVar2 = *(void **)((int)pvVar7 + 0x30);
*(void **)(*(int *)((int)pvVar7 + 0x34) + 0x30) = pvVar2;
if (*(int *)((int)pvVar7 + 0x30) != 0) {
*(undefined4 *)(*(int *)((int)pvVar7 + 0x30) + 0x34) = *(undefined4 *)((int)pvVar7 + 0x34)
;
}
CUtlMemoryPool::Free((CUtlMemoryPool *)EventQueuePrioritizedEvent_t::s_Allocator,pvVar7);
pvVar7 = pvVar2;
if (pvVar2 == (void *)0x0) {
return;
}
}
}
}
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.