L L4D2node

CEntityListSystem::LevelInitPreEntity

0x0067f170 · 152 bytes · __cdecl

_ZN17CEntityListSystem18LevelInitPreEntityEv

Decompiled

undefined (0 params)

/* CEntityListSystem::LevelInitPreEntity() */

void CEntityListSystem::LevelInitPreEntity(void)

{
  CGlobalEntityList::AddListenerEntity
            ((CGlobalEntityList *)gEntList,(IEntityListener *)&DAT_00fdb290);
  CGlobalEntityList::AddListenerEntity
            ((CGlobalEntityList *)gEntList,(IEntityListener *)g_TouchManager);
  g_TouchManager._16_4_ = 0;
  CUtlMemory<CBaseEntity*,int>::Purge((CUtlMemory<CBaseEntity*,int> *)(g_TouchManager + 4));
  g_TouchManager._20_4_ = g_TouchManager._4_4_;
  CGlobalEntityList::AddListenerEntity
            ((CGlobalEntityList *)gEntList,(IEntityListener *)g_AimManager);
  g_AimManager._16_4_ = 0;
  CUtlMemory<CBaseEntity*,int>::Purge((CUtlMemory<CBaseEntity*,int> *)(g_AimManager + 4));
  g_AimManager._20_4_ = g_AimManager._4_4_;
  CGlobalEntityList::AddListenerEntity
            ((CGlobalEntityList *)gEntList,(IEntityListener *)g_SimThinkManager);
  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)