CWeaponSpawnEnum::EnumElement
0x0086a270 · 135 bytes · __thiscall
_ZN16CWeaponSpawnEnum11EnumElementEP13IHandleEntity
Decompiled
undefined (2 params)
/* CWeaponSpawnEnum::EnumElement(IHandleEntity*) */
undefined4 __thiscall CWeaponSpawnEnum::EnumElement(CWeaponSpawnEnum *this,IHandleEntity *param_1)
{
uint uVar1;
int *piVar2;
uint *puVar3;
undefined4 uVar4;
int iVar5;
puVar3 = (uint *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
uVar1 = *puVar3;
if (((uVar1 != 0xffffffff) &&
(iVar5 = (uVar1 & 0xfff) * 0x10, *(uint *)(gEntList + iVar5 + 8) == uVar1 >> 0xc)) &&
(piVar2 = *(int **)(gEntList + iVar5 + 4), piVar2 != (int *)0x0)) {
iVar5 = (**(code **)(*piVar2 + 0x18))(piVar2);
if (iVar5 != 0) {
iVar5 = __dynamic_cast(iVar5,&CBaseEntity::typeinfo,&CWeaponSpawn::typeinfo,0);
if (iVar5 != 0) {
uVar4 = CFlaggedEntitiesEnum::EnumElement((CFlaggedEntitiesEnum *)this,param_1);
return uVar4;
}
}
}
return 0;
}
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.