L L4D2node

CBreakable::ResetOnGroundFlags

0x006b35b0 · 237 bytes · __thiscall

_ZN10CBreakable18ResetOnGroundFlagsEv

Decompiled

undefined (1 param)

/* CBreakable::ResetOnGroundFlags() */

void __thiscall CBreakable::ResetOnGroundFlags(CBreakable *this)

{
  CBaseEntity **ppCVar1;
  int iVar2;
  int iVar3;
  Vector local_448 [8];
  float local_440;
  Vector local_43c [8];
  float local_434;
  CFlaggedEntitiesEnum local_430 [20];
  CBaseEntity *local_41c [259];
  
  CCollisionProperty::CollisionAABBToWorldAABB
            ((CCollisionProperty *)(this + 0x194),(Vector *)(this + 0x19c),(Vector *)(this + 0x1a8),
             local_448,local_43c);
  local_440 = local_440 - 1.0;
  local_434 = local_434 + 8.0;
  CFlaggedEntitiesEnum::CFlaggedEntitiesEnum(local_430,local_41c,0x100,1);
  iVar2 = UTIL_EntitiesInBox(local_448,local_43c,local_430);
  if (0 < iVar2) {
    iVar3 = 0;
    do {
      ppCVar1 = local_41c + iVar3;
      iVar3 = iVar3 + 1;
      CBaseEntity::SetGroundEntity(*ppCVar1,(CBaseEntity *)0x0);
    } while (iVar3 != iVar2);
  }
  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)