CEventQueue::AddEvent
0x0063ddc0 · 150 bytes · __thiscall
_ZN11CEventQueue8AddEventEP11CBaseEntityPKcfS1_S1_i
Decompiled
undefined (7 params)
/* CEventQueue::AddEvent(CBaseEntity*, char const*, float, CBaseEntity*, CBaseEntity*, int) */
void __thiscall
CEventQueue::AddEvent
(CEventQueue *this,CBaseEntity *param_1,char *param_2,float param_3,CBaseEntity *param_4,
CBaseEntity *param_5,int param_6)
{
undefined4 local_34;
undefined4 local_30;
undefined4 local_2c;
undefined4 local_28;
undefined4 local_24;
undefined4 local_20;
undefined4 local_1c;
undefined4 local_18;
undefined4 local_14;
undefined4 local_10;
local_34 = 0;
local_28 = 0xffffffff;
local_24 = 0;
variant_t::Set((variant_t *)&local_34,0,0);
local_20 = local_34;
local_1c = local_30;
local_18 = local_2c;
local_14 = local_28;
local_10 = local_24;
AddEvent(this,param_1,param_2,&local_20,param_3,param_4,param_5,param_6);
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.