GetAllChildren
0x006d8f90 · 87 bytes · __cdecl
_Z14GetAllChildrenP11CBaseEntityR10CUtlVectorIS0_10CUtlMemoryIS0_iEE
Decompiled
undefined (2 params)
/* GetAllChildren(CBaseEntity*, CUtlVector<CBaseEntity*, CUtlMemory<CBaseEntity*, int> >&) */
undefined4 GetAllChildren(CBaseEntity *param_1,CUtlVector *param_2)
{
uint uVar1;
CBaseEntity *pCVar2;
undefined *puVar3;
if (param_1 != (CBaseEntity *)0x0) {
uVar1 = *(uint *)(param_1 + 0x18c);
pCVar2 = (CBaseEntity *)0x0;
if (((uVar1 != 0xffffffff) &&
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) {
pCVar2 = *(CBaseEntity **)(puVar3 + 4);
}
GetAllChildren_r(pCVar2,param_2);
return *(undefined4 *)(param_2 + 0xc);
}
return 0;
}
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.