L L4D2node

CHandle<CBaseEntity>::CHandle

0x009e5c90 · 41 bytes · __thiscall

_ZN7CHandleI11CBaseEntityEC1EPS0_

Decompiled

undefined (2 params)

/* CHandle<CBaseEntity>::CHandle(CBaseEntity*) */

void __thiscall CHandle<CBaseEntity>::CHandle(CHandle<CBaseEntity> *this,CBaseEntity *param_1)

{
  undefined4 *puVar1;
  
  *(undefined4 *)this = 0xffffffff;
  if (param_1 != (CBaseEntity *)0x0) {
    puVar1 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
    *(undefined4 *)this = *puVar1;
  }
  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)