L L4D2node

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 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)