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 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.