CBaseEntity::DestroyDataObject
0x00474df0 · 64 bytes · __thiscall
_ZN11CBaseEntity17DestroyDataObjectEi.part.30
Decompiled
undefined (2 params)
/* CBaseEntity::DestroyDataObject(int) [clone .part.30] */
void __thiscall CBaseEntity::DestroyDataObject(CBaseEntity *this,int param_1)
{
int *piVar1;
byte bVar2;
int in_EAX;
uint in_EDX;
if ((in_EDX < 0x20) &&
(piVar1 = *(int **)(g_DataObjectAccessSystem + in_EDX * 4 + 0xc), piVar1 != (int *)0x0)) {
(**(code **)(*piVar1 + 0x10))(piVar1);
}
bVar2 = (byte)in_EDX & 0x1f;
*(uint *)(in_EAX + 0x3cc) =
*(uint *)(in_EAX + 0x3cc) & (-2 << bVar2 | 0xfffffffeU >> 0x20 - bVar2);
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.