L L4D2node

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 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)