CBaseViewModel::RemoveEffects
0x0041bd30 · 137 bytes · __thiscall
_ZN14CBaseViewModel13RemoveEffectsEi
Decompiled
undefined (2 params)
/* CBaseViewModel::RemoveEffects(int) */
void __thiscall CBaseViewModel::RemoveEffects(CBaseViewModel *this,int param_1)
{
CBaseEdict *this_00;
uint *puVar1;
int iVar2;
uint uVar3;
if ((param_1 & 0x20U) != 0) {
SetControlPanelsActive(this,true);
}
uVar3 = ~param_1 & *(uint *)(this + 0xd4);
if (*(uint *)(this + 0xd4) != uVar3) {
if (this[0x6c] == (CBaseViewModel)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;
}
}
else {
this[0x70] = (CBaseViewModel)((byte)this[0x70] | 1);
}
*(uint *)(this + 0xd4) = uVar3;
}
if ((param_1 & 0x20U) != 0) {
puVar1 = *(uint **)(this + 0x30);
if (puVar1 != (uint *)0x0) {
*puVar1 = *puVar1 | 0x80;
}
CBaseEntity::DispatchUpdateTransmitState((CBaseEntity *)this);
return;
}
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.