CC_Prop_Debug
0x007e3c20 · 121 bytes · unknown
_Z13CC_Prop_Debugv
Decompiled
undefined (0 params)
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* CC_Prop_Debug() */
void CC_Prop_Debug(void)
{
uint uVar1;
int iVar2;
CBaseEntity *pCVar3;
pCVar3 = (CBaseEntity *)0x0;
while (pCVar3 = (CBaseEntity *)CGlobalEntityList::NextEnt((CGlobalEntityList *)gEntList,pCVar3),
pCVar3 != (CBaseEntity *)0x0) {
iVar2 = __dynamic_cast(pCVar3,&CBaseEntity::typeinfo,&CBaseProp::typeinfo,0);
if (iVar2 != 0) {
uVar1 = *(uint *)(iVar2 + 0x110);
if ((uVar1 & 0x10000000) == 0) {
*(uint *)(iVar2 + 0x110) = uVar1 | 0x10000000;
}
else {
*(uint *)(iVar2 + 0x110) = uVar1 & 0xefffffff;
}
}
}
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.