CEntityDissolve::InputDissolve
0x006779f0 · 283 bytes · __thiscall
_ZN15CEntityDissolve13InputDissolveER11inputdata_t
Decompiled
undefined (2 params)
/* CEntityDissolve::InputDissolve(inputdata_t&) */
void __thiscall CEntityDissolve::InputDissolve(CEntityDissolve *this,inputdata_t *param_1)
{
undefined4 uVar1;
code *pcVar2;
char *pcVar3;
int *piVar4;
CBaseEntity *pCVar5;
char *local_20;
local_20 = *(char **)(param_1 + 8);
if ((*(int *)(param_1 + 0x18) != 2) || (local_20 == (char *)0x0)) {
local_20 = *(char **)(this + 0xf8);
}
pCVar5 = (CBaseEntity *)0x0;
while( true ) {
pcVar3 = "";
if (local_20 != (char *)0x0) {
pcVar3 = local_20;
}
pCVar5 = (CBaseEntity *)
CGlobalEntityList::FindEntityGeneric
((CGlobalEntityList *)gEntList,pCVar5,pcVar3,(CBaseEntity *)this,
*(CBaseEntity **)param_1,(CBaseEntity *)0x0);
if (pCVar5 == (CBaseEntity *)0x0) break;
piVar4 = (int *)(**(code **)(*(int *)pCVar5 + 0xf0))(pCVar5);
if (piVar4 != (int *)0x0) {
uVar1 = *(undefined4 *)(this + 0x46c);
pcVar2 = *(code **)(*piVar4 + 0x39c);
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
(*pcVar2)(piVar4,0,*(undefined4 *)(gpGlobals + 0xc),0,*(undefined4 *)(this + 0x45c),
*(undefined4 *)(this + 0x2e0),*(undefined4 *)(this + 0x2e4),
*(undefined4 *)(this + 0x2e8),uVar1);
}
}
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.