CBasePlayer::ClearUseEntity
0x007b35b0 · 225 bytes · __thiscall
_ZN11CBasePlayer14ClearUseEntityEv
Decompiled
undefined (1 param)
/* CBasePlayer::ClearUseEntity() */
undefined4 __thiscall CBasePlayer::ClearUseEntity(CBasePlayer *this)
{
uint uVar1;
int *piVar2;
CBaseEdict *this_00;
undefined4 uVar3;
int iVar4;
undefined *puVar5;
uVar3 = 0;
uVar1 = *(uint *)(this + 0x1d14);
if ((((uVar1 != 0xffffffff) &&
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) &&
(piVar2 = *(int **)(puVar5 + 4), piVar2 != (int *)0x0)) {
(**(code **)(*piVar2 + 0x1ac))(piVar2,this,this,0,0);
uVar1 = *(uint *)(this + 0x1d14);
uVar3 = 1;
if (((uVar1 != 0xffffffff) &&
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
((*(uint *)(puVar5 + 8) == uVar1 >> 0xc && (*(int *)(puVar5 + 4) != 0)))) {
if (this[0x6c] == (CBasePlayer)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar4 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar4 + 2) = 0;
}
}
else {
this[0x70] = (CBasePlayer)((byte)this[0x70] | 1);
}
*(undefined4 *)(this + 0x1d14) = 0xffffffff;
return 1;
}
}
return uVar3;
}
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.