foundry_update_entity
0x006aa730 · 235 bytes · __cdecl
_ZL21foundry_update_entityRK8CCommand
Decompiled
undefined (1 param)
/* foundry_update_entity(CCommand const&) */
void foundry_update_entity(CCommand *param_1)
{
CBaseEntity *this;
code *pcVar1;
int iVar2;
int local_30 [8];
iVar2 = CheckInFoundryMode();
if (iVar2 != 0) {
local_30[0] = 0;
local_30[1] = 0;
local_30[2] = 0;
local_30[3] = 0;
local_30[4] = 0;
/* try { // try from 006aa776 to 006aa7f2 has its CatchHandler @ 006aa82b */
GetCrosshairOrNamedEntities(param_1,(CUtlVector *)local_30);
iVar2 = 0;
if (0 < local_30[3]) {
do {
this = *(CBaseEntity **)(local_30[0] + iVar2 * 4);
pcVar1 = *(code **)(*serverfoundry + 0x10);
if ((((byte)this[0x14d] & 8) != 0) &&
(CBaseEntity::CalcAbsolutePosition(this), ((byte)this[0x14d] & 8) != 0)) {
CBaseEntity::CalcAbsolutePosition(this);
}
(*pcVar1)(serverfoundry,*(undefined4 *)(this + 0x88),this + 0x2e0,this + 0x37c);
iVar2 = iVar2 + 1;
} while (iVar2 < local_30[3]);
}
local_30[3] = 0;
CUtlMemory<CBaseEntity*,int>::Purge((CUtlMemory<CBaseEntity*,int> *)local_30);
local_30[4] = local_30[0];
CUtlMemory<CBaseEntity*,int>::Purge((CUtlMemory<CBaseEntity*,int> *)local_30);
}
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.