L L4D2node

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 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)