L L4D2node

CMovableEnum::EnumElement

0x006bfd90 · 136 bytes · __thiscall

_ZN12CMovableEnum11EnumElementEP13IHandleEntity

Decompiled

undefined (2 params)

/* CMovableEnum::EnumElement(IHandleEntity*) */

undefined4 __thiscall CMovableEnum::EnumElement(CMovableEnum *this,IHandleEntity *param_1)

{
  uint uVar1;
  char cVar2;
  uint *puVar3;
  int *piVar4;
  undefined4 uVar5;
  int iVar6;
  
  puVar3 = (uint *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
  uVar1 = *puVar3;
  if ((((uVar1 != 0xffffffff) &&
       (iVar6 = (uVar1 & 0xfff) * 0x10, *(uint *)(gEntList + iVar6 + 8) == uVar1 >> 0xc)) &&
      (piVar4 = *(int **)(gEntList + iVar6 + 4), piVar4 != (int *)0x0)) &&
     ((piVar4 = (int *)(**(code **)(*piVar4 + 0x18))(piVar4), piVar4 != (int *)0x0 &&
      ((cVar2 = (**(code **)(*piVar4 + 0x16c))(piVar4), cVar2 != '\0' ||
       (iVar6 = (**(code **)(*piVar4 + 0x148))(piVar4), iVar6 != 0)))))) {
    uVar5 = CFlaggedEntitiesEnum::EnumElement((CFlaggedEntitiesEnum *)this,param_1);
    return uVar5;
  }
  return 0;
}

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)