L L4D2node

CBaseEntity::DestroyAllDataObjects

0x00475300 · 48 bytes · __thiscall

_ZN11CBaseEntity21DestroyAllDataObjectsEv

Decompiled

undefined (1 param)

/* CBaseEntity::DestroyAllDataObjects() */

void __thiscall CBaseEntity::DestroyAllDataObjects(CBaseEntity *this)

{
  CBaseEntity *unaff_EBX;
  uint uVar1;
  int unaff_ESI;
  
  uVar1 = 0;
  do {
    if ((*(uint *)(this + 0x3cc) >> (uVar1 & 0x1f) & 1) != 0) {
      DestroyDataObject(unaff_EBX,unaff_ESI);
    }
    uVar1 = uVar1 + 1;
  } while (uVar1 != 8);
  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)