DrawMessageEntities
0x006f51c0 · 157 bytes · unknown
_Z19DrawMessageEntitiesv
Decompiled
undefined (0 params)
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* DrawMessageEntities() */
void DrawMessageEntities(void)
{
uint uVar1;
undefined *puVar2;
int iVar3;
int iVar4;
int iVar5;
iVar4 = DAT_00fe5624 + -1;
iVar5 = iVar4 * 4;
if (-1 < iVar4) {
do {
while ((((uVar1 = *(uint *)(g_MessageEntities + iVar5), uVar1 == 0xffffffff ||
(puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 == (undefined *)0xfffffffc))
|| (*(uint *)(puVar2 + 8) != uVar1 >> 0xc)) ||
(*(CMessageEntity **)(puVar2 + 4) == (CMessageEntity *)0x0))) {
iVar3 = iVar4 + -1;
iVar5 = iVar5 + -4;
CUtlVector<CHandle<CMessageEntity>,CUtlMemory<CHandle<CMessageEntity>,int>>::
ShiftElementsLeft((CUtlVector<CHandle<CMessageEntity>,CUtlMemory<CHandle<CMessageEntity>,int>>
*)&g_MessageEntities,iVar4,1);
DAT_00fe5624 = DAT_00fe5624 + -1;
iVar4 = iVar3;
if (iVar3 == -1) {
return;
}
}
iVar4 = iVar4 + -1;
iVar5 = iVar5 + -4;
CMessageEntity::DrawOverlays(*(CMessageEntity **)(puVar2 + 4));
} while (iVar4 != -1);
}
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.