L L4D2node

CLagCompensationManager::AddAdditionalEntity

0x007cc430 · 88 bytes · __thiscall

_ZN23CLagCompensationManager19AddAdditionalEntityEP11CBaseEntity

Decompiled

undefined (2 params)

/* CLagCompensationManager::AddAdditionalEntity(CBaseEntity*) */

void __thiscall
CLagCompensationManager::AddAdditionalEntity(CLagCompensationManager *this,CBaseEntity *param_1)

{
  short sVar1;
  undefined4 *puVar2;
  undefined4 local_10;
  
  local_10 = 0xffffffff;
  if (param_1 != (CBaseEntity *)0x0) {
    puVar2 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
    local_10 = *puVar2;
  }
  sVar1 = CUtlRBTree<CHandle<CBaseEntity>,unsigned_short,bool(*)(CHandle<CBaseEntity>const&,CHandle<CBaseEntity>const&),CUtlMemory<UtlRBTreeNode_t<CHandle<CBaseEntity>,unsigned_short>,unsigned_short>>
          ::Find((CUtlRBTree<CHandle<CBaseEntity>,unsigned_short,bool(*)(CHandle<CBaseEntity>const&,CHandle<CBaseEntity>const&),CUtlMemory<UtlRBTreeNode_t<CHandle<CBaseEntity>,unsigned_short>,unsigned_short>>
                  *)(this + 0x58),(CHandle *)&local_10);
  if (sVar1 != -1) {
    return;
  }
  CUtlRBTree<CHandle<CBaseEntity>,unsigned_short,bool(*)(CHandle<CBaseEntity>const&,CHandle<CBaseEntity>const&),CUtlMemory<UtlRBTreeNode_t<CHandle<CBaseEntity>,unsigned_short>,unsigned_short>>
  ::Insert((CUtlRBTree<CHandle<CBaseEntity>,unsigned_short,bool(*)(CHandle<CBaseEntity>const&,CHandle<CBaseEntity>const&),CUtlMemory<UtlRBTreeNode_t<CHandle<CBaseEntity>,unsigned_short>,unsigned_short>>
            *)(this + 0x58),(CHandle *)&local_10);
  return;
}

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)