CEntityDataInstantiator<CWatcherList>::DestroyDataObject
0x0047c140 · 275 bytes · __thiscall
_ZN23CEntityDataInstantiatorI12CWatcherListE17DestroyDataObjectEPK11CBaseEntity
Decompiled
undefined (2 params)
/* CEntityDataInstantiator<CWatcherList>::DestroyDataObject(CBaseEntity const*) */
void __thiscall
CEntityDataInstantiator<CWatcherList>::DestroyDataObject
(CEntityDataInstantiator<CWatcherList> *this,CBaseEntity *param_1)
{
undefined4 *puVar1;
ushort *puVar2;
char cVar3;
uint uVar4;
int *piVar5;
undefined4 *puVar6;
int iVar7;
uint uVar8;
uint local_34;
CBaseEntity *local_24;
undefined4 local_20;
local_20 = 0;
local_24 = param_1;
local_34 = (**(code **)(this + 0x1c))(&local_24);
if (this[0x20] == (CEntityDataInstantiator<CWatcherList>)0x0) {
local_34 = local_34 % *(uint *)(this + 0x10);
}
else {
local_34 = local_34 & *(uint *)(this + 0x24);
}
uVar8 = 0;
piVar5 = (int *)(*(int *)(this + 4) + local_34 * 0x14);
uVar4 = piVar5[3];
if ((int)uVar4 < 1) {
LAB_0047c1b2:
if ((uVar4 != uVar8) && (uVar4 = local_34 << 0x10 | uVar8, uVar4 != 0xffffffff)) {
uVar8 = uVar8 & 0xffff;
iVar7 = (uVar4 >> 0x10) * 0x14;
piVar5 = (int *)(iVar7 + *(int *)(this + 4));
puVar2 = *(ushort **)(*piVar5 + 4 + uVar8 * 8);
if (puVar2 != (ushort *)0x0) {
CUtlMultiList<watcher_t,unsigned_short>::DestroyList
((CUtlMultiList<watcher_t,unsigned_short> *)&g_WatcherList,*puVar2);
operator_delete(puVar2);
piVar5 = (int *)(*(int *)(this + 4) + iVar7);
}
iVar7 = piVar5[3];
if (((int)uVar8 < iVar7) && (0 < iVar7)) {
uVar4 = iVar7 - 1;
if (uVar8 != uVar4) {
puVar1 = (undefined4 *)(*piVar5 + uVar4 * 8);
puVar6 = (undefined4 *)(uVar8 * 8 + *piVar5);
*puVar6 = *puVar1;
puVar6[1] = puVar1[1];
uVar4 = piVar5[3] - 1;
}
piVar5[3] = uVar4;
}
}
}
else {
do {
cVar3 = (**(code **)(this + 0x18))(*piVar5 + uVar8 * 8,&local_24);
if (cVar3 != '\0') goto LAB_0047c1b2;
uVar8 = uVar8 + 1;
} while (uVar8 != uVar4);
}
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.