CEventQueue::HasEventPending
0x0063d350 · 153 bytes · __thiscall
_ZN11CEventQueue15HasEventPendingEP11CBaseEntityPKc
Decompiled
undefined (3 params)
/* CEventQueue::HasEventPending(CBaseEntity*, char const*) */
undefined4 __thiscall
CEventQueue::HasEventPending(CEventQueue *this,CBaseEntity *param_1,char *param_2)
{
int iVar1;
uint uVar2;
size_t sVar3;
int iVar4;
undefined *puVar5;
char *pcVar6;
if (param_1 != (CBaseEntity *)0x0) {
for (iVar1 = *(int *)(this + 0x30); iVar1 != 0; iVar1 = *(int *)(iVar1 + 0x30)) {
uVar2 = *(uint *)(iVar1 + 0x18);
if ((((uVar2 != 0xffffffff) &&
(puVar5 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar5 + 8) == uVar2 >> 0xc)) && (param_1 == *(CBaseEntity **)(puVar5 + 4))) {
if (param_2 == (char *)0x0) {
return 1;
}
sVar3 = strlen(param_2);
pcVar6 = *(char **)(iVar1 + 8);
if (pcVar6 == (char *)0x0) {
pcVar6 = "";
}
iVar4 = V_strncmp(pcVar6,param_2,sVar3);
if (iVar4 == 0) {
return 1;
}
}
}
}
return 0;
}
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.