UnlinkChild
0x006d86b0 · 379 bytes · __cdecl
_Z11UnlinkChildP11CBaseEntityS0_
Decompiled
undefined (2 params)
/* UnlinkChild(CBaseEntity*, CBaseEntity*) */
void UnlinkChild(CBaseEntity *param_1,CBaseEntity *param_2)
{
uint uVar1;
CBaseEdict *this;
CBaseEntity *this_00;
CBaseEntity *pCVar2;
undefined4 *puVar3;
int iVar4;
undefined *puVar5;
CBaseEntity *pCVar6;
uVar1 = *(uint *)(param_1 + 0x18c);
if (((uVar1 != 0xffffffff) &&
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) {
pCVar2 = param_1 + 0x18c;
this_00 = *(CBaseEntity **)(puVar5 + 4);
while (this_00 != (CBaseEntity *)0x0) {
uVar1 = *(uint *)(this_00 + 400);
pCVar6 = (CBaseEntity *)0x0;
if (((uVar1 != 0xffffffff) &&
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) {
pCVar6 = *(CBaseEntity **)(puVar5 + 4);
}
if (this_00 == param_2) {
if (pCVar6 == (CBaseEntity *)0x0) {
*(undefined4 *)pCVar2 = 0xffffffff;
}
else {
puVar3 = (undefined4 *)(**(code **)(*(int *)pCVar6 + 0xc))(pCVar6);
*(undefined4 *)pCVar2 = *puVar3;
}
uVar1 = *(uint *)(this_00 + 0x188);
if (((uVar1 != 0xffffffff) &&
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
((*(uint *)(puVar5 + 8) == uVar1 >> 0xc && (*(int *)(puVar5 + 4) != 0)))) {
if (this_00[0x6c] == (CBaseEntity)0x0) {
this = *(CBaseEdict **)(this_00 + 0x30);
if (this != (CBaseEdict *)0x0) {
*(uint *)this = *(uint *)this | 0x101;
iVar4 = CBaseEdict::GetChangeAccessor(this);
*(undefined2 *)(iVar4 + 2) = 0;
}
}
else {
this_00[0x70] = (CBaseEntity)((byte)this_00[0x70] | 1);
}
*(undefined4 *)(this_00 + 0x188) = 0xffffffff;
}
*(undefined4 *)(this_00 + 400) = 0xffffffff;
*(undefined4 *)(this_00 + 0x58) = 0xffffffff;
CBaseEntity::DispatchUpdateTransmitState(this_00);
(**(code **)(*(int *)this_00 + 0x198))(this_00,2,0);
CBaseEntity::RecalcHasPlayerChildBit(param_1);
return;
}
pCVar2 = this_00 + 400;
this_00 = pCVar6;
}
}
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.