CBaseCombatCharacter::ClearLastKnownArea
0x005ef9a0 · 149 bytes · __thiscall
_ZN20CBaseCombatCharacter18ClearLastKnownAreaEv
Decompiled
undefined (1 param)
/* CBaseCombatCharacter::ClearLastKnownArea() */
void __thiscall CBaseCombatCharacter::ClearLastKnownArea(CBaseCombatCharacter *this)
{
char cVar1;
int iVar2;
(**(code **)(*(int *)this + 0x53c))(this,0,*(undefined4 *)(this + 0x1a14));
iVar2 = *(int *)(this + 0x1a14);
if (iVar2 != 0) {
cVar1 = *(char *)(iVar2 + 0x38 + *(int *)(this + 0x1a28) % 2);
if (cVar1 == '\0') {
DevMsg("CNavArea::IncrementPlayerCount: Underflow\n");
}
else {
*(char *)(iVar2 + 0x38 + *(int *)(this + 0x1a28) % 2) = cVar1 + -1;
}
(**(code **)(**(int **)(this + 0x1a14) + 0x18))(*(int **)(this + 0x1a14),this,0);
*(undefined4 *)(this + 0x1a14) = 0;
*(undefined4 *)(this + 0x1a28) = 0xffffffff;
}
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.