WeaponManager_AddManaged
0x006d1cc0 · 187 bytes · __cdecl
_Z24WeaponManager_AddManagedP11CBaseEntity
Decompiled
undefined (1 param)
/* WeaponManager_AddManaged(CBaseEntity*) */
void WeaponManager_AddManaged(CBaseEntity *param_1)
{
undefined4 uVar1;
int iVar2;
undefined4 *puVar3;
int iVar4;
if (0 < DAT_00fe3594) {
if (*(int *)(*g_Managers + 0x440) == *(int *)(param_1 + 0x7c)) {
iVar4 = 0;
}
else {
iVar2 = 0;
do {
iVar2 = iVar2 + 1;
if (iVar2 == DAT_00fe3594) {
return;
}
iVar4 = iVar2 * 4;
} while (*(int *)(g_Managers[iVar2] + 0x440) != *(int *)(param_1 + 0x7c));
}
puVar3 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
uVar1 = *puVar3;
iVar4 = *(int *)((int)g_Managers + iVar4);
iVar2 = *(int *)(iVar4 + 0x45c);
CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>::GrowVector
((CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>> *)
(iVar4 + 0x450),1);
CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>::ShiftElementsRight
((CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>> *)
(iVar4 + 0x450),iVar2,1);
puVar3 = (undefined4 *)(*(int *)(iVar4 + 0x450) + iVar2 * 4);
if (puVar3 != (undefined4 *)0x0) {
*puVar3 = uVar1;
return;
}
}
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.