L L4D2node

AimTarget_ForceRepopulateList

0x0067de20 · 137 bytes · unknown

_Z29AimTarget_ForceRepopulateListv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* AimTarget_ForceRepopulateList() */

void AimTarget_ForceRepopulateList(void)

{
  CBaseEntity *pCVar1;
  CBaseEntity *local_10;
  
  g_AimManager._16_4_ = 0;
  CUtlMemory<CBaseEntity*,int>::Purge((CUtlMemory<CBaseEntity*,int> *)(g_AimManager + 4));
  g_AimManager._20_4_ = g_AimManager._4_4_;
  if ((gEntList._65540_4_ != 0) &&
     (pCVar1 = *(CBaseEntity **)gEntList._65540_4_, pCVar1 != (CBaseEntity *)0x0)) {
    do {
      if ((((byte)pCVar1[0x152] & 1) != 0) && (local_10 = pCVar1, ((byte)pCVar1[0x14c] & 1) == 0)) {
        CUtlVector<CBaseEntity*,CUtlMemory<CBaseEntity*,int>>::InsertBefore
                  ((CUtlVector<CBaseEntity*,CUtlMemory<CBaseEntity*,int>> *)(g_AimManager + 4),
                   g_AimManager._16_4_,&local_10);
      }
      pCVar1 = (CBaseEntity *)CGlobalEntityList::NextEnt((CGlobalEntityList *)gEntList,pCVar1);
    } while (pCVar1 != (CBaseEntity *)0x0);
  }
  return;
}

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)