L L4D2node

CPointScriptUseTarget::UpdateOnRemove

0x00902690 · 194 bytes · __thiscall

_ZN21CPointScriptUseTarget14UpdateOnRemoveEv

Decompiled

undefined (1 param)

/* CPointScriptUseTarget::UpdateOnRemove() */

void __thiscall CPointScriptUseTarget::UpdateOnRemove(CPointScriptUseTarget *this)

{
  uint uVar1;
  int iVar2;
  CBaseEdict *this_00;
  int iVar3;
  undefined *puVar4;
  
  uVar1 = *(uint *)(this + 0x460);
  if (((((uVar1 != 0xffffffff) &&
        (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
       (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) &&
      ((iVar2 = *(int *)(puVar4 + 4), iVar2 != 0 &&
       (uVar1 = *(uint *)(iVar2 + 0x118), uVar1 != 0xffffffff)))) &&
     ((puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc &&
      ((*(uint *)(puVar4 + 8) == uVar1 >> 0xc && (*(int *)(puVar4 + 4) != 0)))))) {
    if (*(char *)(iVar2 + 0x6c) == '\0') {
      this_00 = *(CBaseEdict **)(iVar2 + 0x30);
      if (this_00 != (CBaseEdict *)0x0) {
        *(uint *)this_00 = *(uint *)this_00 | 0x101;
        iVar3 = CBaseEdict::GetChangeAccessor(this_00);
        *(undefined2 *)(iVar3 + 2) = 0;
      }
    }
    else {
      *(byte *)(iVar2 + 0x70) = *(byte *)(iVar2 + 0x70) | 1;
    }
    *(undefined4 *)(iVar2 + 0x118) = 0xffffffff;
  }
  StopUse(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)