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 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.