L L4D2node

CPointTemplate::StartBuildingTemplates

0x007e0280 · 251 bytes · __thiscall

_ZN14CPointTemplate22StartBuildingTemplatesEv

Decompiled

undefined (1 param)

/* CPointTemplate::StartBuildingTemplates() */

void __thiscall CPointTemplate::StartBuildingTemplates(CPointTemplate *this)

{
  int iVar1;
  char *pcVar2;
  undefined1 *puVar3;
  undefined1 *puVar4;
  CPointTemplate *pCVar5;
  CBaseEntity *local_20 [4];
  
  pCVar5 = this;
  do {
    if (*(char **)(pCVar5 + 0x440) != (char *)0x0) {
      iVar1 = *(int *)(this + 0x48c);
      local_20[0] = (CBaseEntity *)0x0;
      pcVar2 = *(char **)(pCVar5 + 0x440);
      while( true ) {
        local_20[0] = (CBaseEntity *)
                      CGlobalEntityList::FindEntityByName
                                ((CGlobalEntityList *)gEntList,local_20[0],pcVar2,(CBaseEntity *)0x0
                                 ,(CBaseEntity *)0x0,(CBaseEntity *)0x0,(IEntityFindFilter *)0x0);
        if (local_20[0] == (CBaseEntity *)0x0) break;
        CUtlVector<CBaseEntity*,CUtlMemory<CBaseEntity*,int>>::InsertBefore
                  ((CUtlVector<CBaseEntity*,CUtlMemory<CBaseEntity*,int>> *)(this + 0x480),
                   *(int *)(this + 0x48c),local_20);
        pcVar2 = "";
        if (*(char **)(pCVar5 + 0x440) != (char *)0x0) {
          pcVar2 = *(char **)(pCVar5 + 0x440);
        }
      }
      if (iVar1 == *(int *)(this + 0x48c)) {
        puVar4 = *(undefined1 **)(this + 0x154);
        if (puVar4 == (undefined1 *)0x0) {
          puVar4 = &DAT_00d539c2;
        }
        puVar3 = &DAT_00d539c2;
        if (*(undefined1 **)(pCVar5 + 0x440) != (undefined1 *)0x0) {
          puVar3 = *(undefined1 **)(pCVar5 + 0x440);
        }
        Warning("Couldn\'t find any entities named %s, which point_template %s is specifying.\n",
                puVar3,puVar4);
      }
    }
    pCVar5 = pCVar5 + 4;
  } while (pCVar5 != this + 0x40);
  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)