L L4D2node

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 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)