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 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.