CEntityList::AddEntity
0x0063e8b0 · 271 bytes · __thiscall
_ZN11CEntityList9AddEntityEP11CBaseEntity
Decompiled
undefined (2 params)
/* CEntityList::AddEntity(CBaseEntity*) */
void __thiscall CEntityList::AddEntity(CEntityList *this,CBaseEntity *param_1)
{
uint uVar1;
uint *puVar2;
undefined4 *puVar3;
undefined4 *puVar4;
undefined *puVar5;
uint *puVar6;
puVar2 = *(uint **)(this + 4);
if (*(uint **)(this + 4) == (uint *)0x0) {
puVar3 = (undefined4 *)CUtlMemoryPool::Alloc((CUtlMemoryPool *)g_EntListMemPool,8);
*puVar3 = 0xffffffff;
*(undefined4 **)(this + 4) = puVar3;
if (param_1 == (CBaseEntity *)0x0) {
*puVar3 = 0xffffffff;
}
else {
puVar4 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
*puVar3 = *puVar4;
}
*(undefined4 *)(*(int *)(this + 4) + 4) = 0;
*(undefined4 *)this = 1;
return;
}
do {
puVar6 = puVar2;
uVar1 = *puVar6;
if (((uVar1 == 0xffffffff) ||
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar5 + 8) != uVar1 >> 0xc)) {
if (param_1 == (CBaseEntity *)0x0) {
return;
}
}
else if (param_1 == *(CBaseEntity **)(puVar5 + 4)) {
return;
}
puVar2 = (uint *)puVar6[1];
} while ((uint *)puVar6[1] != (uint *)0x0);
puVar3 = (undefined4 *)CUtlMemoryPool::Alloc((CUtlMemoryPool *)g_EntListMemPool,8);
*puVar3 = 0xffffffff;
puVar6[1] = (uint)puVar3;
if (param_1 == (CBaseEntity *)0x0) {
*puVar3 = 0xffffffff;
}
else {
puVar4 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
*puVar3 = *puVar4;
}
*(undefined4 *)(puVar6[1] + 4) = 0;
*(int *)this = *(int *)this + 1;
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.