CFindEntityCache::RotateToFront
0x009f4830 · 68 bytes · __thiscall
_ZN16CFindEntityCache13RotateToFrontEi
Decompiled
undefined (2 params)
/* CFindEntityCache::RotateToFront(int) */
void __thiscall CFindEntityCache::RotateToFront(CFindEntityCache *this,int param_1)
{
undefined2 uVar1;
undefined4 uVar2;
int iVar3;
CFindEntityCache *pCVar4;
if (0 < param_1) {
uVar2 = *(undefined4 *)(this + param_1 * 4);
uVar1 = *(undefined2 *)(this + param_1 * 2 + 0x20);
iVar3 = param_1 + -1;
pCVar4 = this + iVar3 * 4;
while( true ) {
*(undefined4 *)(pCVar4 + 4) = *(undefined4 *)pCVar4;
*(undefined2 *)(this + iVar3 * 2 + 0x22) = *(undefined2 *)(this + iVar3 * 2 + 0x20);
if (iVar3 == 0) break;
iVar3 = iVar3 + -1;
pCVar4 = pCVar4 + -4;
}
*(undefined4 *)this = uVar2;
*(undefined2 *)(this + 0x20) = uVar1;
}
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.