CLogicBranchList::Input_OnLogicBranchRemoved
0x006ebd30 · 129 bytes · __thiscall
_ZN16CLogicBranchList26Input_OnLogicBranchRemovedER11inputdata_t
Decompiled
undefined (2 params)
/* CLogicBranchList::Input_OnLogicBranchRemoved(inputdata_t&) */
void __thiscall
CLogicBranchList::Input_OnLogicBranchRemoved(CLogicBranchList *this,inputdata_t *param_1)
{
int *piVar1;
undefined4 *puVar2;
int iVar3;
int iVar4;
undefined4 local_10;
local_10 = 0xffffffff;
piVar1 = *(int **)param_1;
if (piVar1 != (int *)0x0) {
puVar2 = (undefined4 *)(**(code **)(*piVar1 + 0xc))(piVar1);
local_10 = *puVar2;
}
iVar3 = CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>::Find
((CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>> *)
(this + 0x480),(CHandle *)&local_10);
if ((iVar3 != -1) && (0 < *(int *)(this + 0x48c))) {
iVar4 = *(int *)(this + 0x48c) + -1;
if (iVar3 != iVar4) {
*(undefined4 *)(*(int *)(this + 0x480) + iVar3 * 4) =
*(undefined4 *)(*(int *)(this + 0x480) + iVar4 * 4);
iVar4 = *(int *)(this + 0x48c) + -1;
}
*(int *)(this + 0x48c) = iVar4;
}
DoTest(this,*(CBaseEntity **)param_1);
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.