CBaseCombatCharacter::UpdateOnRemove
0x005efcd0 · 233 bytes · __thiscall
_ZN20CBaseCombatCharacter14UpdateOnRemoveEv
Decompiled
undefined (1 param)
/* CBaseCombatCharacter::UpdateOnRemove() */
void __thiscall CBaseCombatCharacter::UpdateOnRemove(CBaseCombatCharacter *this)
{
uint uVar1;
int *piVar2;
undefined *puVar3;
int iVar4;
iVar4 = 0;
do {
while( true ) {
uVar1 = *(uint *)(this + iVar4 * 4 + 0x18f4);
if ((((uVar1 == 0xffffffff) ||
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar3 + 8) != uVar1 >> 0xc)) ||
(*(CBaseEntity **)(puVar3 + 4) == (CBaseEntity *)0x0)) break;
iVar4 = iVar4 + 1;
UTIL_Remove(*(CBaseEntity **)(puVar3 + 4));
if (iVar4 == 0x38) goto LAB_005efd2d;
}
iVar4 = iVar4 + 1;
} while (iVar4 != 0x38);
LAB_005efd2d:
_V_memset(this + 0x1800,0,0x38);
uVar1 = *(uint *)(this + 0x220);
if (((uVar1 != 0xffffffff) &&
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
((*(uint *)(puVar3 + 8) == uVar1 >> 0xc &&
(piVar2 = *(int **)(puVar3 + 4), piVar2 != (int *)0x0)))) {
(**(code **)(*piVar2 + 0x104))(piVar2,this);
(**(code **)(*(int *)this + 0x50))(this,0);
CBaseEntity::UpdateOnRemove((CBaseEntity *)this);
return;
}
CBaseEntity::UpdateOnRemove((CBaseEntity *)this);
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.