CBaseEntity::SUB_Vanish
0x0060bda0 · 459 bytes · __thiscall
_ZN11CBaseEntity10SUB_VanishEv
Decompiled
undefined (1 param)
/* CBaseEntity::SUB_Vanish() */
void __thiscall CBaseEntity::SUB_Vanish(CBaseEntity *this)
{
CBasePlayer *this_00;
float *pfVar1;
int iVar2;
float fVar3;
undefined1 local_44 [16];
float local_34;
float local_30;
float local_2c;
float local_28;
float local_24;
float local_20;
iVar2 = 1;
SetNextThink(this,*(float *)(gpGlobals + 0xc) + 0.1,(char *)0x0);
if (0 < *(int *)(gpGlobals + 0x14)) {
do {
this_00 = (CBasePlayer *)UTIL_PlayerByIndex(iVar2);
if (this_00 != (CBasePlayer *)0x0) {
pfVar1 = (float *)(**(code **)(*(int *)this_00 + 0x288))(this_00);
if (((byte)this[0x14d] & 8) != 0) {
CalcAbsolutePosition(this);
}
local_34 = *(float *)(this + 0x2e0) - *pfVar1;
local_30 = *(float *)(this + 0x2e4) - pfVar1[1];
local_2c = *(float *)(this + 0x2e8) - pfVar1[2];
fVar3 = local_34 * local_34 + local_30 * local_30 + local_2c * local_2c;
if (fVar3 < 65536.0) {
return;
}
if (fVar3 < 2.25e+06) {
VectorNormalize((Vector *)&local_34);
CBasePlayer::EyeVectors(this_00,(Vector *)&local_28,(Vector *)0x0,(Vector *)0x0);
if (0.0 < local_30 * local_24 + local_34 * local_28 + local_2c * local_20) {
return;
}
}
}
iVar2 = iVar2 + 1;
} while (iVar2 <= *(int *)(gpGlobals + 0x14));
}
if (*(int *)(this + 0x100) != 0) {
(**(code **)(*(int *)this + 0x214))(this,this + 0x100);
*(undefined4 *)(this + 0x100) = 0;
}
ThinkSet((_func_void *)local_44,(float)this,(char *)SUB_Remove);
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.