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 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.