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 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.