CBaseClientState::FreeEntityBaselines
0x00101dc0 · 94 bytes · __thiscall
_ZN16CBaseClientState19FreeEntityBaselinesEv
Decompiled
undefined (1 param)
/* CBaseClientState::FreeEntityBaselines() */
void __thiscall CBaseClientState::FreeEntityBaselines(CBaseClientState *this)
{
PackedEntity *this_00;
CBaseClientState *pCVar1;
CBaseClientState *pCVar2;
CBaseClientState *pCVar3;
pCVar3 = this + 0x21c4;
do {
pCVar1 = pCVar3 + -0x2000;
do {
pCVar2 = pCVar1;
this_00 = *(PackedEntity **)pCVar2;
if (this_00 != (PackedEntity *)0x0) {
PackedEntity::~PackedEntity(this_00);
operator_delete(this_00);
*(undefined4 *)pCVar2 = 0;
}
pCVar1 = pCVar2 + 4;
} while (pCVar2 + 4 != pCVar3);
pCVar3 = pCVar2 + 0x2004;
} while (pCVar3 != this + 0x61c4);
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.