L L4D2node

DumpEntityFactories_f

0x00b2fc70 · 106 bytes · unknown

_Z21DumpEntityFactories_fv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* DumpEntityFactories_f() */

void DumpEntityFactories_f(void)

{
  ushort uVar1;
  int iVar2;
  
  iVar2 = EntityFactoryDictionary();
  if (iVar2 != 0) {
    for (uVar1 = 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>>
                                 *)(iVar2 + 4)); uVar1 != 0xffff;
        uVar1 = 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>>
                               *)(iVar2 + 4),uVar1)) {
      Warning(&DAT_00c5799e,*(undefined4 *)((uint)uVar1 * 0x10 + *(int *)(iVar2 + 8) + 8));
    }
  }
  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)