CEntityFactoryDictionary::ReportEntitySizes
0x00b2fbd0 · 121 bytes · __thiscall
_ZN24CEntityFactoryDictionary17ReportEntitySizesEv
Decompiled
undefined (1 param)
/* CEntityFactoryDictionary::ReportEntitySizes() */
void __thiscall CEntityFactoryDictionary::ReportEntitySizes(CEntityFactoryDictionary *this)
{
int *piVar1;
ushort uVar2;
undefined4 uVar3;
int iVar4;
for (uVar2 = CUtlRBTree<CUtlMap<char_const*,IEntityFactory*,unsigned_short>::Node_t,unsigned_short,CUtlMap<char_const*,IEntityFactory*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,IEntityFactory*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
::FirstInorder((CUtlRBTree<CUtlMap<char_const*,IEntityFactory*,unsigned_short>::Node_t,unsigned_short,CUtlMap<char_const*,IEntityFactory*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,IEntityFactory*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
*)(this + 4)); uVar2 != 0xffff;
uVar2 = CUtlRBTree<CUtlMap<char_const*,IEntityFactory*,unsigned_short>::Node_t,unsigned_short,CUtlMap<char_const*,IEntityFactory*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,IEntityFactory*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
::NextInorder((CUtlRBTree<CUtlMap<char_const*,IEntityFactory*,unsigned_short>::Node_t,unsigned_short,CUtlMap<char_const*,IEntityFactory*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,IEntityFactory*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
*)(this + 4),uVar2)) {
iVar4 = (uint)uVar2 * 0x10;
piVar1 = *(int **)(*(int *)(this + 8) + 0xc + iVar4);
uVar3 = (**(code **)(*piVar1 + 8))(piVar1);
Msg(" %s: %d",*(undefined4 *)(*(int *)(this + 8) + 8 + iVar4),uVar3);
}
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.