L L4D2node

CEntityFlame::UpdateOnRemove

0x00679720 · 131 bytes · __thiscall

_ZN12CEntityFlame14UpdateOnRemoveEv

Decompiled

undefined (1 param)

/* CEntityFlame::UpdateOnRemove() */

void __thiscall CEntityFlame::UpdateOnRemove(CEntityFlame *this)

{
  int *piVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  
  if (*(char **)(this + 0x45c) != (char *)0x0) {
    CBaseEntity::StopSound((CBaseEntity *)this,*(char **)(this + 0x45c));
    *(undefined4 *)(this + 0x45c) = 0;
  }
  if (*(int *)(this + 0x464) != -1) {
    CSoundEnt::FreeSound(*(int *)(this + 0x464));
    *(undefined4 *)(this + 0x464) = 0xffffffff;
  }
  iVar3 = *(int *)(this + 0x478);
  iVar4 = 0;
  if (0 < iVar3) {
    do {
      iVar2 = iVar4 * 4;
      iVar4 = iVar4 + 1;
      piVar1 = (int *)(*(int *)(*(int *)(this + 0x46c) + iVar2) + 0x18);
      *piVar1 = *piVar1 + -1;
    } while (iVar4 != iVar3);
  }
  *(undefined4 *)(this + 0x478) = 0;
  CBaseEntity::UpdateOnRemove((CBaseEntity *)this);
  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)