CEnvPlayerSurfaceTrigger::~CEnvPlayerSurfaceTrigger
0x00693090 · 318 bytes · __thiscall
_ZN24CEnvPlayerSurfaceTriggerD1Ev
Decompiled
undefined (1 param)
/* CEnvPlayerSurfaceTrigger::~CEnvPlayerSurfaceTrigger() */
void __thiscall CEnvPlayerSurfaceTrigger::~CEnvPlayerSurfaceTrigger(CEnvPlayerSurfaceTrigger *this)
{
int *piVar1;
uint uVar2;
uint uVar3;
undefined *puVar4;
uint *puVar5;
int iVar6;
int local_24;
int local_20;
*(undefined ***)this = &PTR__CEnvPlayerSurfaceTrigger_00c7ee88;
uVar2 = *(uint *)(this + 0x3b4);
local_24 = DAT_00fdcd84;
if (0 < DAT_00fdcd84) {
local_20 = 0;
piVar1 = (int *)(g_pEntityList + (uVar2 & 0xfff) * 0x10 + 4);
puVar5 = g_PlayerSurfaceTriggers;
do {
iVar6 = 0;
if (uVar2 != 0xffffffff) {
if (piVar1 == (int *)0x0) {
iVar6 = 0;
}
else if (piVar1[1] == uVar2 >> 0xc) {
iVar6 = *piVar1;
}
}
uVar3 = *puVar5;
if (((uVar3 == 0xffffffff) ||
(puVar4 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar4 + 8) != uVar3 >> 0xc)) {
if (iVar6 == 0) {
LAB_00693160:
iVar6 = (DAT_00fdcd84 - local_20) + -1;
if (0 < iVar6) {
_V_memmove(puVar5,g_PlayerSurfaceTriggers + local_20 + 1,iVar6 * 4);
local_24 = DAT_00fdcd84;
}
DAT_00fdcd84 = local_24 + -1;
break;
}
}
else if (iVar6 == *(int *)(puVar4 + 4)) goto LAB_00693160;
local_20 = local_20 + 1;
puVar5 = puVar5 + 1;
} while (local_20 != DAT_00fdcd84);
}
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x464));
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x44c));
*(undefined ***)this = &PTR__CPointEntity_00cd35a8;
CBaseEntity::~CBaseEntity((CBaseEntity *)this);
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.