L L4D2node

CGib::DieThink

0x006d4200 · 484 bytes · __thiscall

_ZN4CGib8DieThinkEv

Decompiled

undefined (1 param)

/* CGib::DieThink() */

void __thiscall CGib::DieThink(CGib *this)

{
  uint uVar1;
  int iVar2;
  char cVar3;
  CEntityFlame *this_00;
  CSprite *this_01;
  undefined *puVar4;
  undefined *puVar5;
  undefined1 local_24 [20];
  
  puVar5 = g_pEntityList;
  uVar1 = *(uint *)(this + 0x1414);
  if ((((uVar1 != 0xffffffff) &&
       (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar4 + 4) != 0)) {
    this_01 = (CSprite *)
              __dynamic_cast(*(int *)(puVar4 + 4),&CBaseEntity::typeinfo,&CSprite::typeinfo,0);
    if (this_01 != (CSprite *)0x0) {
      CSprite::SetBrightness(this_01,0,0.0);
      CBaseEntity::ThinkSet((_func_void *)local_24,(float)this_01,(char *)CSprite::AnimateUntilDead)
      ;
      iVar2 = gpGlobals;
      *(undefined4 *)(this_01 + 0x450) = *(undefined4 *)(gpGlobals + 0xc);
      CBaseEntity::SetNextThink((CBaseEntity *)this_01,*(float *)(iVar2 + 0xc),(char *)0x0);
      puVar5 = g_pEntityList;
    }
  }
  uVar1 = *(uint *)(this + 0x1418);
  if (((uVar1 != 0xffffffff) &&
      (puVar5 = puVar5 + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
     ((*(uint *)(puVar5 + 8) == uVar1 >> 0xc && (*(int *)(puVar5 + 4) != 0)))) {
    this_00 = (CEntityFlame *)
              __dynamic_cast(*(int *)(puVar5 + 4),&CBaseEntity::typeinfo,&CEntityFlame::typeinfo,0);
    if (this_00 != (CEntityFlame *)0x0) {
      CEntityFlame::SetLifetime(this_00,1.0);
    }
  }
  cVar3 = (**(code **)(*g_pGameRules + 0x88))(g_pGameRules);
  if (cVar3 == '\0') {
    CBaseEntity::ThinkSet((_func_void *)local_24,(float)this,(char *)CBaseEntity::SUB_FadeOut);
    CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc),(char *)0x0);
    return;
  }
  UTIL_Remove((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)