L L4D2node

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 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)