CFindEntityCache::Insert
0x009f4880 · 138 bytes · __thiscall
_ZN16CFindEntityCache6InsertEiPKc
Decompiled
undefined (3 params)
/* CFindEntityCache::Insert(int, char const*) */
int * __thiscall CFindEntityCache::Insert(CFindEntityCache *this,int param_1,char *param_2)
{
undefined2 uVar1;
int *piVar2;
undefined4 *puVar3;
piVar2 = (int *)CGlobalEntityList::FindEntityByName
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,param_2,
(CBaseEntity *)0x0,(CBaseEntity *)0x0,(CBaseEntity *)0x0,
(IEntityFindFilter *)0x0);
if (piVar2 == (int *)0x0) {
piVar2 = (int *)0x0;
}
else {
if (param_1 < 0) {
param_1 = 7;
}
puVar3 = (undefined4 *)(**(code **)(*piVar2 + 0xc))(piVar2);
*(undefined4 *)(this + param_1 * 4) = *puVar3;
uVar1 = HashStringCaseless(param_2);
*(undefined2 *)(this + param_1 * 2 + 0x20) = uVar1;
}
return piVar2;
}
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.