CGlobalEntityList::ReportEntityFlagsChanged
0x0067dec0 · 156 bytes · __thiscall
_ZN17CGlobalEntityList24ReportEntityFlagsChangedEP11CBaseEntityjj
Decompiled
undefined (4 params)
/* CGlobalEntityList::ReportEntityFlagsChanged(CBaseEntity*, unsigned int, unsigned int) */
void __thiscall
CGlobalEntityList::ReportEntityFlagsChanged
(CGlobalEntityList *this,CBaseEntity *param_1,uint param_2,uint param_3)
{
int iVar1;
uint uVar2;
CBaseEntity *local_10;
if ((((byte)param_1[0x14c] & 1) == 0) && (uVar2 = param_2 ^ param_3, (uVar2 & 0x10000) != 0)) {
if ((param_3 & 0x10000 & uVar2) != 0) {
local_10 = param_1;
CUtlVector<CBaseEntity*,CUtlMemory<CBaseEntity*,int>>::InsertBefore
((CUtlVector<CBaseEntity*,CUtlMemory<CBaseEntity*,int>> *)(g_AimManager + 4),
g_AimManager._16_4_,&local_10);
}
if (((param_2 & 0x10000 & uVar2) != 0) && (0 < (int)g_AimManager._16_4_)) {
iVar1 = 0;
if (param_1 != *(CBaseEntity **)g_AimManager._4_4_) {
do {
iVar1 = iVar1 + 1;
if (iVar1 == g_AimManager._16_4_) {
return;
}
} while (param_1 != *(CBaseEntity **)(g_AimManager._4_4_ + iVar1 * 4));
if (iVar1 < 0) {
return;
}
}
CUtlVector<CBaseEntity*,CUtlMemory<CBaseEntity*,int>>::FastRemove
((CUtlVector<CBaseEntity*,CUtlMemory<CBaseEntity*,int>> *)(g_AimManager + 4),iVar1);
}
}
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.