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 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.