CWindowPane::Die
0x006b64d0 · 411 bytes · __thiscall
_ZN11CWindowPane3DieEv
Decompiled
undefined (1 param)
/* CWindowPane::Die() */
void __thiscall CWindowPane::Die(CWindowPane *this)
{
Vector *pVVar1;
code *pcVar2;
uint uVar3;
CWindowPane *local_40;
undefined **local_3c [11];
uVar3 = *(uint *)(this + 0x14c);
if ((uVar3 & 0x1000) != 0) {
CBaseEntity::CalcAbsoluteVelocity((CBaseEntity *)this);
uVar3 = *(uint *)(this + 0x14c);
}
if ((uVar3 & 0x800) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
pVVar1 = (Vector *)(this + 0x2e0);
CRecipientFilter::CRecipientFilter((CRecipientFilter *)local_3c);
local_3c[0] = &PTR__CPASFilter_00bfaf28;
/* try { // try from 006b6513 to 006b6517 has its CatchHandler @ 006b669c */
CRecipientFilter::AddRecipientsByPAS((CRecipientFilter *)local_3c,pVVar1);
pcVar2 = *(code **)(*(int *)te + 0x58);
uVar3 = *(uint *)(this + 0x14c);
if ((uVar3 & 0x800) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
uVar3 = *(uint *)(this + 0x14c);
}
if ((uVar3 & 0x1000) != 0) {
CBaseEntity::CalcAbsoluteVelocity((CBaseEntity *)this);
uVar3 = *(uint *)(this + 0x14c);
}
/* try { // try from 006b662b to 006b6677 has its CatchHandler @ 006b6683 */
if (((uVar3 & 0x800) != 0) &&
(CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this), ((byte)this[0x14d] & 8) != 0)) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
local_40 = this + 0x37c;
/* try { // try from 006b65d5 to 006b65de has its CatchHandler @ 006b6683 */
(*pcVar2)(te,(CRecipientFilter *)local_3c,0,pVVar1,local_40,this + 0x274,pVVar1,0x41400000,
0x41400000,0x40800000,0,0xff,0xff,0xff,0xff,0xff,0xff);
UTIL_Remove((CBaseEntity *)this);
local_3c[0] = &PTR__CPASFilter_00bfaf28;
CRecipientFilter::~CRecipientFilter((CRecipientFilter *)local_3c);
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.