L L4D2node

CWeaponCSBase::RemovalThink

0x004402a0 · 196 bytes · __thiscall

_ZN13CWeaponCSBase12RemovalThinkEv

Decompiled

undefined (1 param)

/* CWeaponCSBase::RemovalThink() */

void __thiscall CWeaponCSBase::RemovalThink(CWeaponCSBase *this)

{
  char cVar1;
  int iVar2;
  Vector *pVVar3;
  undefined1 local_14 [12];
  
  iVar2 = GetPlayerOwner(this);
  if (iVar2 != 0) {
    CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)0x0);
    return;
  }
  pVVar3 = (Vector *)(**(code **)(*(int *)this + 0x288))(this);
  cVar1 = CDirectorTacticalServices::IsVisibleToTeam
                    (*(CDirectorTacticalServices **)(TheDirector + 0x628),pVVar3,2,0,0.0,
                     (TerrorNavArea *)0x0,(CBaseEntity *)0x0);
  if (cVar1 != '\0') {
    CBaseEntity::SetNextThink((CBaseEntity *)this,1.0,(char *)0x0);
    return;
  }
  UTIL_Remove((CBaseEntity *)this);
  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)