CSceneListManager::AddListManager
0x008185a0 · 103 bytes · __thiscall
_ZN17CSceneListManager14AddListManagerEPS_
Decompiled
undefined (2 params)
/* CSceneListManager::AddListManager(CSceneListManager*) */
void __thiscall
CSceneListManager::AddListManager(CSceneListManager *this,CSceneListManager *param_1)
{
undefined4 *puVar1;
int iVar2;
undefined4 local_20 [4];
local_20[0] = 0xffffffff;
if (param_1 != (CSceneListManager *)0x0) {
puVar1 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
local_20[0] = *puVar1;
}
iVar2 = CUtlVector<CHandle<CSceneListManager>,CUtlMemory<CHandle<CSceneListManager>,int>>::Find
((CUtlVector<CHandle<CSceneListManager>,CUtlMemory<CHandle<CSceneListManager>,int>>
*)(this + 0x440),(CHandle *)local_20);
if (iVar2 != -1) {
return;
}
CUtlVector<CHandle<CSceneListManager>,CUtlMemory<CHandle<CSceneListManager>,int>>::InsertBefore
((CUtlVector<CHandle<CSceneListManager>,CUtlMemory<CHandle<CSceneListManager>,int>> *)
(this + 0x440),*(int *)(this + 0x44c),(CHandle *)local_20);
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.