L L4D2node

CBaseEntity::StopFollowingEntity

0x00607b10 · 192 bytes · __thiscall

_ZN11CBaseEntity19StopFollowingEntityEv

Decompiled

undefined (1 param)

/* CBaseEntity::StopFollowingEntity() */

void __thiscall CBaseEntity::StopFollowingEntity(CBaseEntity *this)

{
  CBaseEdict *this_00;
  char cVar1;
  int iVar2;
  uint uVar3;
  
  cVar1 = IsFollowingEntity(this);
  if (cVar1 == '\0') {
    return;
  }
  (**(code **)(*(int *)this + 0x98))(this,0,0xffffffff);
  uVar3 = *(uint *)(this + 0xd4) & 0xfffffffe;
  if (*(uint *)(this + 0xd4) != uVar3) {
    if (this[0x6c] == (CBaseEntity)0x0) {
      this_00 = *(CBaseEdict **)(this + 0x30);
      if (this_00 != (CBaseEdict *)0x0) {
        *(uint *)this_00 = *(uint *)this_00 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(this_00);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CBaseEntity)((byte)this[0x70] | 1);
    }
    *(uint *)(this + 0xd4) = uVar3;
  }
  CCollisionProperty::SetSolidFlags
            ((CCollisionProperty *)(this + 0x194),*(ushort *)(this + 0x1b4) & 0xfffffffb);
  SetMoveType(this,0,0);
  CollisionRulesChanged(SUB41(this,0));
  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)