CBaseEntity::RecalcHasPlayerChildBit
0x0060e530 · 148 bytes · __thiscall
_ZN11CBaseEntity23RecalcHasPlayerChildBitEv
Decompiled
undefined (1 param)
/* CBaseEntity::RecalcHasPlayerChildBit() */
void __thiscall CBaseEntity::RecalcHasPlayerChildBit(CBaseEntity *this)
{
uint uVar1;
CBaseEntity *pCVar2;
char cVar3;
undefined *puVar4;
cVar3 = (**(code **)(*(int *)this + 0x16c))(this);
if (cVar3 == '\0') {
uVar1 = *(uint *)(this + 0x18c);
while( true ) {
if ((((uVar1 == 0xffffffff) ||
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar4 + 8) != uVar1 >> 0xc)) ||
(pCVar2 = *(CBaseEntity **)(puVar4 + 4), pCVar2 == (CBaseEntity *)0x0)) {
*(uint *)(this + 0x14c) = *(uint *)(this + 0x14c) & 0xfffeffff;
return;
}
cVar3 = AnyPlayersInHierarchy_R(pCVar2);
if (cVar3 != '\0') break;
uVar1 = *(uint *)(pCVar2 + 400);
}
}
*(uint *)(this + 0x14c) = *(uint *)(this + 0x14c) | 0x10000;
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.