L L4D2node

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 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)