L L4D2node

CFlaggedEntitiesEnum::AddToList

0x00b28fa0 · 38 bytes · __thiscall

_ZN20CFlaggedEntitiesEnum9AddToListEP11CBaseEntity

Decompiled

undefined (2 params)

/* CFlaggedEntitiesEnum::AddToList(CBaseEntity*) */

bool __thiscall CFlaggedEntitiesEnum::AddToList(CFlaggedEntitiesEnum *this,CBaseEntity *param_1)

{
  int iVar1;
  int iVar2;
  
  iVar2 = *(int *)(this + 0x10);
  iVar1 = *(int *)(this + 8);
  if (iVar2 < iVar1) {
    *(CBaseEntity **)(*(int *)(this + 4) + iVar2 * 4) = param_1;
    *(int *)(this + 0x10) = *(int *)(this + 0x10) + 1;
  }
  return iVar2 < iVar1;
}

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)