CC_Ent_RemoveAll
0x006002f0 · 332 bytes · __cdecl
_Z16CC_Ent_RemoveAllRK8CCommand
Decompiled
undefined (1 param)
/* CC_Ent_RemoveAll(CCommand const&) */
void CC_Ent_RemoveAll(CCommand *param_1)
{
int iVar1;
undefined1 *puVar2;
char *pcVar3;
char *pcVar4;
CBaseEntity *pCVar5;
int iVar6;
if (*(int *)param_1 < 2) {
Msg();
return;
}
pCVar5 = (CBaseEntity *)0x0;
iVar6 = 0;
while( true ) {
pCVar5 = (CBaseEntity *)CGlobalEntityList::NextEnt((CGlobalEntityList *)gEntList,pCVar5);
if (pCVar5 == (CBaseEntity *)0x0) {
if (iVar6 != 0) {
if (*(int *)param_1 < 2) {
puVar2 = &DAT_00d539c2;
}
else {
puVar2 = *(undefined1 **)(param_1 + 0x40c);
}
Msg("Removed %d %s\'s\n",iVar6,puVar2);
return;
}
puVar2 = &DAT_00d539c2;
if (1 < *(int *)param_1) {
puVar2 = *(undefined1 **)(param_1 + 0x40c);
}
Msg("No %s found.\n",puVar2);
return;
}
pcVar4 = *(char **)(pCVar5 + 0x154);
if (pcVar4 != (char *)0x0) break;
LAB_00600358:
pcVar4 = *(char **)(pCVar5 + 0x7c);
if (pcVar4 == (char *)0x0) {
LAB_006003d0:
pcVar4 = "";
}
else {
pcVar3 = "";
if (1 < *(int *)param_1) {
pcVar3 = *(char **)(param_1 + 0x40c);
}
if ((pcVar4 == pcVar3) || (iVar1 = _V_stricmp(pcVar3,pcVar4), iVar1 == 0)) goto LAB_006003b8;
pcVar4 = *(char **)(pCVar5 + 0x7c);
if (pcVar4 == (char *)0x0) goto LAB_006003d0;
}
pcVar3 = "";
if (1 < *(int *)param_1) {
pcVar3 = *(char **)(param_1 + 0x40c);
}
if ((pcVar4 == pcVar3) || (iVar1 = _V_stricmp(pcVar3,pcVar4), iVar1 == 0)) {
LAB_006003b8:
iVar6 = iVar6 + 1;
UTIL_Remove(pCVar5);
}
}
pcVar3 = "";
if (1 < *(int *)param_1) {
pcVar3 = *(char **)(param_1 + 0x40c);
}
if ((pcVar4 != pcVar3) && (iVar1 = _V_stricmp(pcVar3,pcVar4), iVar1 != 0)) goto LAB_00600358;
goto LAB_006003b8;
}
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.