L L4D2node

CBasePlayer::DestroyViewModels

0x007acb10 · 181 bytes · __thiscall

_ZN11CBasePlayer17DestroyViewModelsEv

Decompiled

undefined (1 param)

/* CBasePlayer::DestroyViewModels() */

void __thiscall CBasePlayer::DestroyViewModels(CBasePlayer *this)

{
  uint uVar1;
  CBaseEdict *this_00;
  int iVar2;
  undefined *puVar3;
  CBasePlayer *__s1;
  uint local_20 [4];
  
  __s1 = this + 0x1f88;
  do {
    uVar1 = *(uint *)__s1;
    if ((((uVar1 != 0xffffffff) &&
         (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
        (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) &&
       (*(CBaseEntity **)(puVar3 + 4) != (CBaseEntity *)0x0)) {
      UTIL_Remove(*(CBaseEntity **)(puVar3 + 4));
      local_20[0] = 0xffffffff;
      iVar2 = memcmp(__s1,local_20,4);
      if (iVar2 != 0) {
        if (this[0x6c] == (CBasePlayer)0x0) {
          this_00 = *(CBaseEdict **)(this + 0x30);
          if (this_00 != (CBaseEdict *)0x0) {
            *(uint *)this_00 = *(uint *)this_00 | 0x101;
            iVar2 = CBaseEdict::GetChangeAccessor(this_00);
            *(undefined2 *)(iVar2 + 2) = 0;
          }
        }
        else {
          this[0x70] = (CBasePlayer)((byte)this[0x70] | 1);
        }
        *(uint *)__s1 = local_20[0];
      }
    }
    __s1 = __s1 + -4;
  } while (__s1 != this + 0x1f80);
  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)