L L4D2node

CGlobalEntityList::CGlobalEntityList

0x0067ba00 · 117 bytes · __thiscall

_ZN17CGlobalEntityListC1Ev

Decompiled

undefined (1 param)

/* CGlobalEntityList::CGlobalEntityList() */

void __thiscall CGlobalEntityList::CGlobalEntityList(CGlobalEntityList *this)

{
  CBaseEntityList::CBaseEntityList((CBaseEntityList *)this);
  *(undefined ***)this = &PTR_OnAddEntity_00c785b8;
  *(undefined4 *)(this + 0x10024) = 0;
  *(undefined4 *)(this + 0x10028) = 0;
  *(undefined4 *)(this + 0x1002c) = 0;
  *(undefined4 *)(this + 0x10030) = 0;
  *(undefined4 *)(this + 0x10034) = 0;
  *(undefined4 *)(this + 0x1001c) = 0;
  *(undefined4 *)(this + 0x10018) = 0;
  *(undefined4 *)(this + 0x10014) = 0;
  this[0x10020] = (CGlobalEntityList)0x0;
  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)