CBaseEntity::ClearFlags
0x0040cbf0 · 87 bytes · __thiscall
_ZN11CBaseEntity10ClearFlagsEv
Decompiled
undefined (1 param)
/* CBaseEntity::ClearFlags() */
void __thiscall CBaseEntity::ClearFlags(CBaseEntity *this)
{
uint uVar1;
uVar1 = *(uint *)(this + 0x150);
if (uVar1 != 0) {
(**(code **)(*(int *)this + 0x2e4))(this,this + 0x150);
*(undefined4 *)(this + 0x150) = 0;
}
CGlobalEntityList::ReportEntityFlagsChanged((CGlobalEntityList *)gEntList,this,uVar1,0);
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.