L L4D2node

CTongue::OnOwnerLeaveActiveState

0x00841b80 · 141 bytes · __thiscall

_ZN7CTongue23OnOwnerLeaveActiveStateEv

Decompiled

undefined (1 param)

/* CTongue::OnOwnerLeaveActiveState() */

void __thiscall CTongue::OnOwnerLeaveActiveState(CTongue *this)

{
  undefined1 local_14 [12];
  
  if (*(int *)(this + 0x4ac) != 0) {
    if (*(int *)(this + 0x4ac) != 4) {
      State_Transition();
    }
    CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)CBaseEntity::SUB_Remove);
    CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 2.0,(char *)0x0);
    return;
  }
  UTIL_Remove((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)