L L4D2node

COrnamentProp::DetachFromOwner

0x007f0040 · 103 bytes · __thiscall

_ZN13COrnamentProp15DetachFromOwnerEv

Decompiled

undefined (1 param)

/* COrnamentProp::DetachFromOwner() */

void __thiscall COrnamentProp::DetachFromOwner(COrnamentProp *this)

{
  (**(code **)(*(int *)this + 0x50))(this,0);
  CCollisionProperty::SetSolidFlags
            ((CCollisionProperty *)(this + 0x194),(uint)(*(ushort *)(this + 0x1b4) | 4));
  CBaseEntity::SetMoveType((CBaseEntity *)this,0,0);
  CBaseEntity::AddEffects((CBaseEntity *)this,0x20);
  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)