L L4D2node

CPointSpotlight::SpotlightDestroy

0x007de5b0 · 238 bytes · __thiscall

_ZN15CPointSpotlight16SpotlightDestroyEv

Decompiled

undefined (1 param)

/* CPointSpotlight::SpotlightDestroy() */

void __thiscall CPointSpotlight::SpotlightDestroy(CPointSpotlight *this)

{
  uint uVar1;
  CBaseEntity *pCVar2;
  undefined *puVar3;
  
  uVar1 = *(uint *)(this + 0x46c);
  if ((((uVar1 == 0xffffffff) ||
       (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc)) ||
      (*(uint *)(puVar3 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar3 + 4) == 0)) {
    return;
  }
  COutputEvent::FireOutput
            ((COutputEvent *)(this + 0x4a0),(CBaseEntity *)this,(CBaseEntity *)this,0.0);
  uVar1 = *(uint *)(this + 0x46c);
  pCVar2 = (CBaseEntity *)0x0;
  if (((uVar1 != 0xffffffff) &&
      (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
     (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) {
    pCVar2 = *(CBaseEntity **)(puVar3 + 4);
  }
  UTIL_Remove(pCVar2);
  uVar1 = *(uint *)(this + 0x470);
  if (((uVar1 != 0xffffffff) &&
      (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
     (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) {
    UTIL_Remove(*(CBaseEntity **)(puVar3 + 4));
    return;
  }
  UTIL_Remove((CBaseEntity *)0x0);
  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)