CDamageModifier::RemoveModifier
0x00665d40 · 170 bytes · __thiscall
_ZN15CDamageModifier14RemoveModifierEv
Decompiled
undefined (1 param)
/* CDamageModifier::RemoveModifier() */
void __thiscall CDamageModifier::RemoveModifier(CDamageModifier *this)
{
int *piVar1;
uint uVar2;
int iVar3;
int iVar4;
undefined *puVar5;
uVar2 = *(uint *)(this + 4);
if ((((uVar2 == 0xffffffff) ||
(puVar5 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar5 + 8) != uVar2 >> 0xc)) || (iVar3 = *(int *)(puVar5 + 4), iVar3 == 0)) {
return;
}
iVar4 = *(int *)(iVar3 + 0x164);
if (iVar4 != -1) {
do {
piVar1 = (int *)(*(int *)(iVar3 + 0x158) + iVar4 * 0xc);
if (this == (CDamageModifier *)*piVar1) {
CUtlLinkedList<CDamageModifier*,int,false,int,CUtlMemory<UtlLinkedListElem_t<CDamageModifier*,int>,int>>
::Unlink((CUtlLinkedList<CDamageModifier*,int,false,int,CUtlMemory<UtlLinkedListElem_t<CDamageModifier*,int>,int>>
*)(iVar3 + 0x158),iVar4);
*(undefined4 *)(*(int *)(iVar3 + 0x158) + 8 + iVar4 * 0xc) = *(undefined4 *)(iVar3 + 0x16c);
*(int *)(iVar3 + 0x16c) = iVar4;
break;
}
iVar4 = piVar1[2];
} while (iVar4 != -1);
}
*(undefined4 *)(this + 4) = 0xffffffff;
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.