L L4D2node

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 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)