L L4D2node

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 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)