L L4D2node

CFlaggedEntitiesEnum::EnumElement

0x00b27600 · 130 bytes · __thiscall

_ZN20CFlaggedEntitiesEnum11EnumElementEP13IHandleEntity

Decompiled

undefined (2 params)

/* CFlaggedEntitiesEnum::EnumElement(IHandleEntity*) */

undefined4 __thiscall
CFlaggedEntitiesEnum::EnumElement(CFlaggedEntitiesEnum *this,IHandleEntity *param_1)

{
  uint uVar1;
  int *piVar2;
  uint *puVar3;
  int iVar4;
  
  puVar3 = (uint *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
  uVar1 = *puVar3;
  if ((((uVar1 != 0xffffffff) &&
       (iVar4 = (uVar1 & 0xfff) * 0x10, *(uint *)(gEntList + iVar4 + 8) == uVar1 >> 0xc)) &&
      (piVar2 = *(int **)(gEntList + iVar4 + 4), piVar2 != (int *)0x0)) &&
     (iVar4 = (**(code **)(*piVar2 + 0x18))(piVar2), iVar4 != 0)) {
    if ((*(uint *)(this + 0xc) != 0) && ((*(uint *)(iVar4 + 0x150) & *(uint *)(this + 0xc)) == 0)) {
      return 0;
    }
    if (*(int *)(this + 8) <= *(int *)(this + 0x10)) {
      return 1;
    }
    *(int *)(*(int *)(this + 4) + *(int *)(this + 0x10) * 4) = iVar4;
    *(int *)(this + 0x10) = *(int *)(this + 0x10) + 1;
    return 0;
  }
  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)