SimThink_ListCopy
0x0067b6f0 · 85 bytes · __cdecl
_Z17SimThink_ListCopyPP11CBaseEntityi
Decompiled
undefined (2 params)
/* SimThink_ListCopy(CBaseEntity**, int) */
void SimThink_ListCopy(CBaseEntity **param_1,int param_2)
{
ushort *puVar1;
int iVar2;
int iVar3;
if ((int)g_SimThinkManager._8208_4_ < param_2) {
param_2 = g_SimThinkManager._8208_4_;
}
iVar2 = 0;
if (0 < param_2) {
iVar3 = 0;
do {
puVar1 = (ushort *)(g_SimThinkManager._8196_4_ + iVar3 * 8);
if (*(int *)(puVar1 + 2) <= *(int *)(gpGlobals + 0x18)) {
param_1[iVar2] = *(CBaseEntity **)(gEntList + (uint)*puVar1 * 0x10 + 4);
iVar2 = iVar2 + 1;
}
iVar3 = iVar3 + 1;
} while (iVar3 != param_2);
}
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.