GetAllInHierarchy
0x006d8ff0 · 65 bytes · __cdecl
_Z17GetAllInHierarchyP11CBaseEntityR10CUtlVectorIS0_10CUtlMemoryIS0_iEE
Decompiled
undefined (2 params)
/* GetAllInHierarchy(CBaseEntity*, CUtlVector<CBaseEntity*, CUtlMemory<CBaseEntity*, int> >&) */
int GetAllInHierarchy(CBaseEntity *param_1,CUtlVector *param_2)
{
CUtlVector *pCVar1;
int iVar2;
pCVar1 = param_2;
iVar2 = 0;
if (param_1 != (CBaseEntity *)0x0) {
CUtlVector<CBaseEntity*,CUtlMemory<CBaseEntity*,int>>::InsertBefore
((CUtlVector<CBaseEntity*,CUtlMemory<CBaseEntity*,int>> *)param_2,
*(int *)(param_2 + 0xc),¶m_1);
iVar2 = GetAllChildren(param_1,pCVar1);
iVar2 = iVar2 + 1;
}
return iVar2;
}
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.