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 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.