L L4D2node

CBreakableProp::UpdateOnRemove

0x007e3cb0 · 63 bytes · __thiscall

_ZN14CBreakableProp14UpdateOnRemoveEv

Decompiled

undefined (1 param)

/* CBreakableProp::UpdateOnRemove() */

void __thiscall CBreakableProp::UpdateOnRemove(CBreakableProp *this)

{
  char cVar1;
  
  cVar1 = (**(code **)(*(int *)this + 0x440))(this,0x13);
  if (cVar1 != '\0') {
    CDirector::UnregisterForbiddenTarget(TheDirector,(CBaseEntity *)this);
  }
  CBaseEntity::UpdateOnRemove((CBaseEntity *)this);
  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)