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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.