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 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.