FreeContainingEntity
0x006effe0 · 86 bytes · __cdecl
_Z20FreeContainingEntityP7edict_t
Decompiled
undefined (1 param)
/* FreeContainingEntity(edict_t*) */
void FreeContainingEntity(edict_t *param_1)
{
int *piVar1;
CBaseEntity *this;
CBaseEntity *in_stack_ffffffe8;
if ((param_1 != (edict_t *)0x0) && (piVar1 = *(int **)(param_1 + 0xc), piVar1 != (int *)0x0)) {
this = (CBaseEntity *)(**(code **)(*piVar1 + 0x18))(piVar1);
if (this != (CBaseEntity *)0x0) {
*(undefined4 *)(param_1 + 0xc) = 0;
*(undefined4 *)param_1 = 0;
CBaseEntity::PhysicsRemoveTouchedList(this);
CBaseEntity::PhysicsRemoveGroundList(this,in_stack_ffffffe8);
UTIL_RemoveImmediate(this);
return;
}
}
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.