CGlobalEntityList::AddListenerEntity
0x0067dbf0 · 93 bytes · __thiscall
_ZN17CGlobalEntityList17AddListenerEntityEP15IEntityListener
Decompiled
undefined (2 params)
/* CGlobalEntityList::AddListenerEntity(IEntityListener*) */
void __thiscall
CGlobalEntityList::AddListenerEntity(CGlobalEntityList *this,IEntityListener *param_1)
{
int iVar1;
int iVar2;
iVar1 = *(int *)(this + 0x10030);
if (0 < iVar1) {
if ((IEntityListener *)**(int **)(this + 0x10024) == param_1) {
return;
}
iVar2 = 0;
do {
iVar2 = iVar2 + 1;
if (iVar2 == iVar1) goto LAB_0067dc2c;
} while ((IEntityListener *)(*(int **)(this + 0x10024))[iVar2] != param_1);
if (-1 < iVar2) {
return;
}
}
LAB_0067dc2c:
CUtlVector<IEntityListener*,CUtlMemory<IEntityListener*,int>>::InsertBefore
((CUtlVector<IEntityListener*,CUtlMemory<IEntityListener*,int>> *)(this + 0x10024),iVar1
,¶m_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.