L L4D2node

CGlobalEntityList::NextEnt

0x0067be10 · 73 bytes · __thiscall

_ZN17CGlobalEntityList7NextEntEP11CBaseEntity

Decompiled

undefined (2 params)

/* CGlobalEntityList::NextEnt(CBaseEntity*) */

undefined4 __thiscall CGlobalEntityList::NextEnt(CGlobalEntityList *this,CBaseEntity *param_1)

{
  undefined4 *puVar1;
  uint *puVar2;
  
  if (param_1 == (CBaseEntity *)0x0) {
    puVar1 = *(undefined4 **)(this + 0x10004);
  }
  else {
    puVar2 = (uint *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
    if (this + (*puVar2 & 0xfff) * 0x10 + 4 == (CGlobalEntityList *)0x0) {
      return 0;
    }
    puVar1 = *(undefined4 **)(this + (*puVar2 & 0xfff) * 0x10 + 4 + 0xc);
  }
  if (puVar1 == (undefined4 *)0x0) {
    return 0;
  }
  return *puVar1;
}

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)