CTimedEventMgr::RegisterForNextEvent
0x00b081e0 · 54 bytes · __thiscall
_ZN14CTimedEventMgr20RegisterForNextEventEP14CEventRegister
Decompiled
undefined (2 params)
/* CTimedEventMgr::RegisterForNextEvent(CEventRegister*) */
void __thiscall CTimedEventMgr::RegisterForNextEvent(CTimedEventMgr *this,CEventRegister *param_1)
{
CTimedEventMgr *in_stack_ffffffe4;
CEventRegister *in_stack_ffffffe8;
if (param_1[0x10] != (CEventRegister)0x0) {
RemoveEvent(in_stack_ffffffe4,in_stack_ffffffe8);
}
CUtlPriorityQueue<CEventRegister*,CDefUtlPriorityQueueLessFunc<CEventRegister*>,CUtlMemory<CEventRegister*,int>>
::Insert((CUtlPriorityQueue<CEventRegister*,CDefUtlPriorityQueueLessFunc<CEventRegister*>,CUtlMemory<CEventRegister*,int>>
*)this,¶m_1);
param_1[0x10] = (CEventRegister)0x1;
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.