CBaseEntity::UnsetPlayerSimulated
0x0040c630 · 160 bytes · __thiscall
_ZN11CBaseEntity20UnsetPlayerSimulatedEv
Decompiled
undefined (1 param)
/* CBaseEntity::UnsetPlayerSimulated() */
void __thiscall CBaseEntity::UnsetPlayerSimulated(CBaseEntity *this)
{
uint uVar1;
CBaseEdict *this_00;
int iVar2;
undefined *puVar3;
uVar1 = *(uint *)(this + 0x3c8);
if ((((uVar1 != 0xffffffff) &&
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) &&
(*(CBasePlayer **)(puVar3 + 4) != (CBasePlayer *)0x0)) {
CBasePlayer::RemoveFromPlayerSimulationList(*(CBasePlayer **)(puVar3 + 4),this);
}
*(undefined4 *)(this + 0x3c8) = 0xffffffff;
if (this[0x3c4] == (CBaseEntity)0x0) {
return;
}
if (this[0x6c] == (CBaseEntity)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar2 + 2) = 0;
}
this[0x3c4] = (CBaseEntity)0x0;
}
else {
this[0x70] = (CBaseEntity)((byte)this[0x70] | 1);
this[0x3c4] = (CBaseEntity)0x0;
}
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.