CGlobalEntityList::NotifySpawn
0x0067d710 · 83 bytes · __thiscall
_ZN17CGlobalEntityList11NotifySpawnEP11CBaseEntity
Decompiled
undefined (2 params)
/* CGlobalEntityList::NotifySpawn(CBaseEntity*) */
void __thiscall CGlobalEntityList::NotifySpawn(CGlobalEntityList *this,CBaseEntity *param_1)
{
undefined4 *puVar1;
int iVar2;
int iVar3;
if ((param_1 != (CBaseEntity *)0x0) && (iVar2 = *(int *)(this + 0x10030) + -1, -1 < iVar2)) {
iVar3 = iVar2 * 4;
do {
iVar2 = iVar2 + -1;
puVar1 = (undefined4 *)(*(int *)(this + 0x10024) + iVar3);
iVar3 = iVar3 + -4;
(**(code **)(*(int *)*puVar1 + 4))((int *)*puVar1,param_1);
} while (iVar2 != -1);
}
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.