L L4D2node

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 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)