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 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.