CGlobalEntityList::OnAddEntity
0x0067b240 · 138 bytes · __thiscall
_ZN17CGlobalEntityList11OnAddEntityEP13IHandleEntity11CBaseHandle
Decompiled
undefined (3 params)
/* CGlobalEntityList::OnAddEntity(IHandleEntity*, CBaseHandle) */
void __thiscall CGlobalEntityList::OnAddEntity(CGlobalEntityList *this,int *param_1,uint *param_3)
{
undefined4 *puVar1;
uint uVar2;
int iVar3;
int iVar4;
int iVar5;
uVar2 = *param_3;
*(int *)(this + 0x10018) = *(int *)(this + 0x10018) + 1;
if (*(int *)(this + 0x10014) < (int)(uVar2 & 0xfff)) {
*(uint *)(this + 0x10014) = uVar2 & 0xfff;
}
iVar3 = (**(code **)(*param_1 + 0x18))(param_1);
if (*(int *)(iVar3 + 0x30) != 0) {
*(int *)(this + 0x1001c) = *(int *)(this + 0x1001c) + 1;
}
iVar4 = *(int *)(this + 0x10030) + -1;
iVar5 = iVar4 * 4;
if (-1 < iVar4) {
do {
iVar4 = iVar4 + -1;
puVar1 = (undefined4 *)(*(int *)(this + 0x10024) + iVar5);
iVar5 = iVar5 + -4;
(*(code *)**(undefined4 **)*puVar1)((undefined4 *)*puVar1,iVar3);
} while (iVar4 != -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.