L L4D2node

CEventQueue::Dump

0x0063e660 · 343 bytes · __thiscall

_ZN11CEventQueue4DumpEv

Decompiled

undefined (1 param)

/* CEventQueue::Dump() */

void __thiscall CEventQueue::Dump(CEventQueue *this)

{
  float *pfVar1;
  float fVar2;
  float *pfVar3;
  undefined1 *puVar4;
  undefined1 *puVar5;
  undefined *puVar6;
  char *pcVar7;
  undefined1 *local_24;
  char *local_20;
  
  pfVar1 = *(float **)(this + 0x30);
  Msg("Dumping event queue. Current time is: %.2f\n",(double)*(float *)(gpGlobals + 0xc));
  while (pfVar1 != (float *)0x0) {
    fVar2 = pfVar1[4];
    pfVar3 = (float *)pfVar1[0xc];
    if ((((fVar2 == -NAN) ||
         (puVar6 = g_pEntityList + ((uint)fVar2 & 0xfff) * 0x10, puVar6 == (undefined *)0xfffffffc))
        || (*(uint *)(puVar6 + 8) != (uint)fVar2 >> 0xc)) ||
       (*(CBaseEntity **)(puVar6 + 4) == (CBaseEntity *)0x0)) {
      local_20 = "None";
    }
    else {
      local_20 = (char *)CBaseEntity::GetDebugName(*(CBaseEntity **)(puVar6 + 4));
    }
    fVar2 = pfVar1[3];
    pcVar7 = "None";
    if (((fVar2 != -NAN) &&
        (puVar6 = g_pEntityList + ((uint)fVar2 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc))
       && ((*(uint *)(puVar6 + 8) == (uint)fVar2 >> 0xc &&
           (*(CBaseEntity **)(puVar6 + 4) != (CBaseEntity *)0x0)))) {
      pcVar7 = (char *)CBaseEntity::GetDebugName(*(CBaseEntity **)(puVar6 + 4));
    }
    if (pfVar1[0xb] == 2.8026e-45) {
      local_24 = &DAT_00d539c2;
      if ((undefined1 *)pfVar1[7] != (undefined1 *)0x0) {
        local_24 = (undefined1 *)pfVar1[7];
      }
    }
    else {
      local_24 = (undefined1 *)variant_t::ToString((variant_t *)(pfVar1 + 7));
    }
    puVar4 = (undefined1 *)pfVar1[2];
    if (puVar4 == (undefined1 *)0x0) {
      puVar4 = &DAT_00d539c2;
    }
    puVar5 = (undefined1 *)pfVar1[1];
    if (puVar5 == (undefined1 *)0x0) {
      puVar5 = &DAT_00d539c2;
    }
    Msg("   (%.2f) Target: \'%s\', Input: \'%s\', Parameter \'%s\'. Activator: \'%s\', Caller \'%s\'.  \n"
        ,(double)*pfVar1,puVar5,puVar4,local_24,pcVar7,local_20);
    pfVar1 = pfVar3;
  }
  Msg();
  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)