L L4D2node

CBoneFollowerManager::DestroyBoneFollowers

0x00786b20 · 153 bytes · __thiscall

_ZN20CBoneFollowerManager20DestroyBoneFollowersEv

Decompiled

undefined (1 param)

/* CBoneFollowerManager::DestroyBoneFollowers() */

void __thiscall CBoneFollowerManager::DestroyBoneFollowers(CBoneFollowerManager *this)

{
  int iVar1;
  uint uVar2;
  undefined *puVar3;
  int iVar4;
  
  iVar4 = 0;
  if (0 < *(int *)this) {
    do {
      while( true ) {
        iVar1 = iVar4 * 8;
        uVar2 = *(uint *)(*(int *)(this + 4) + 4 + iVar1);
        if ((((uVar2 == 0xffffffff) ||
             (puVar3 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc))
            || (*(uint *)(puVar3 + 8) != uVar2 >> 0xc)) ||
           (*(CBaseEntity **)(puVar3 + 4) == (CBaseEntity *)0x0)) break;
        iVar4 = iVar4 + 1;
        UTIL_Remove(*(CBaseEntity **)(puVar3 + 4));
        *(undefined4 *)(*(int *)(this + 4) + 4 + iVar1) = 0xffffffff;
        if (*(int *)this <= iVar4) goto LAB_00786b9d;
      }
      iVar4 = iVar4 + 1;
    } while (iVar4 < *(int *)this);
  }
LAB_00786b9d:
  *(undefined4 *)(this + 0x10) = 0;
  CUtlMemory<physfollower_t,int>::Purge((CUtlMemory<physfollower_t,int> *)(this + 4));
  *(undefined4 *)this = 0;
  *(undefined4 *)(this + 0x14) = *(undefined4 *)(this + 4);
  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)