L L4D2node

CAimTargetManager::OnEntitySpawned

0x0067f590 · 137 bytes · __thiscall

_ZN17CAimTargetManager15OnEntitySpawnedEP11CBaseEntity

Decompiled

undefined (2 params)

/* CAimTargetManager::OnEntitySpawned(CBaseEntity*) */

void __thiscall CAimTargetManager::OnEntitySpawned(CAimTargetManager *this,CBaseEntity *param_1)

{
  CBaseEntity CVar1;
  int iVar2;
  CBaseEntity *local_10;
  
  if (((byte)param_1[0x152] & 1) == 0) {
    return;
  }
  if (*(int *)(this + 0x10) < 1) {
LAB_0067f5d4:
    CVar1 = param_1[0x14c];
  }
  else {
    iVar2 = 0;
    if (param_1 != (CBaseEntity *)**(int **)(this + 4)) {
      do {
        iVar2 = iVar2 + 1;
        if (iVar2 == *(int *)(this + 0x10)) goto LAB_0067f5d4;
      } while (param_1 != (CBaseEntity *)(*(int **)(this + 4))[iVar2]);
      if (iVar2 < 0) goto LAB_0067f5d4;
    }
    CUtlVector<CBaseEntity*,CUtlMemory<CBaseEntity*,int>>::FastRemove
              ((CUtlVector<CBaseEntity*,CUtlMemory<CBaseEntity*,int>> *)(this + 4),iVar2);
    CVar1 = param_1[0x14c];
  }
  if (((byte)CVar1 & 1) != 0) {
    return;
  }
  local_10 = param_1;
  CUtlVector<CBaseEntity*,CUtlMemory<CBaseEntity*,int>>::InsertBefore
            ((CUtlVector<CBaseEntity*,CUtlMemory<CBaseEntity*,int>> *)(this + 4),
             *(int *)(this + 0x10),&local_10);
  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)