L L4D2node

CBaseEntity::InputKillHierarchy

0x005fffc0 · 283 bytes · __thiscall

_ZN11CBaseEntity18InputKillHierarchyER11inputdata_t

Decompiled

undefined (2 params)

/* CBaseEntity::InputKillHierarchy(inputdata_t&) */

void __thiscall CBaseEntity::InputKillHierarchy(CBaseEntity *this,inputdata_t *param_1)

{
  uint uVar1;
  int *piVar2;
  CBaseEntity *pCVar3;
  CBaseEntity *this_00;
  undefined *puVar4;
  
  uVar1 = *(uint *)(this + 0x18c);
  if (((uVar1 != 0xffffffff) &&
      (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
     (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) {
    this_00 = *(CBaseEntity **)(puVar4 + 4);
    while (this_00 != (CBaseEntity *)0x0) {
      uVar1 = *(uint *)(this_00 + 400);
      if (((uVar1 == 0xffffffff) ||
          (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc)) ||
         (*(uint *)(puVar4 + 8) != uVar1 >> 0xc)) {
        InputKillHierarchy(this_00,param_1);
        break;
      }
      pCVar3 = *(CBaseEntity **)(puVar4 + 4);
      InputKillHierarchy(this_00,param_1);
      this_00 = pCVar3;
    }
  }
  uVar1 = *(uint *)(this + 0x220);
  if (((uVar1 != 0xffffffff) &&
      (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
     ((*(uint *)(puVar4 + 8) == uVar1 >> 0xc &&
      (piVar2 = *(int **)(puVar4 + 4), piVar2 != (int *)0x0)))) {
    (**(code **)(*piVar2 + 0x104))(piVar2,this);
    (**(code **)(*(int *)this + 0x50))(this,0);
    UTIL_Remove(this);
    return;
  }
  UTIL_Remove(this);
  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)