L L4D2node

CEntityDissolve::CEntityDissolve

0x00678fb0 · 164 bytes · __thiscall

_ZN15CEntityDissolveC2Ev

Decompiled

undefined (1 param)

/* CEntityDissolve::CEntityDissolve() */

void __thiscall CEntityDissolve::CEntityDissolve(CEntityDissolve *this)

{
  CBaseEdict *pCVar1;
  int iVar2;
  
  CBaseEntity::CBaseEntity((CBaseEntity *)this,false);
  *(undefined ***)this = &PTR__CEntityDissolve_00c775e8;
  if (*(float *)(this + 0x440) != 0.0) {
    if (this[0x6c] == (CEntityDissolve)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CEntityDissolve)((byte)this[0x70] | 1);
    }
    *(undefined4 *)(this + 0x440) = 0;
  }
  if (*(int *)(this + 0x46c) != 0xfa) {
    if (this[0x6c] == (CEntityDissolve)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
                    /* try { // try from 00678fff to 0067904a has its CatchHandler @ 00679066 */
        iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CEntityDissolve)((byte)this[0x70] | 1);
    }
    *(undefined4 *)(this + 0x46c) = 0xfa;
  }
  return;
}

SourceMod gamedata

paste into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)