L L4D2node

CTerrorPlayer::StopBeingDragged

0x009bea80 · 149 bytes · __thiscall

_ZN13CTerrorPlayer16StopBeingDraggedEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::StopBeingDragged() */

void __thiscall CTerrorPlayer::StopBeingDragged(CTerrorPlayer *this)

{
  uint uVar1;
  undefined *puVar2;
  
  uVar1 = *(uint *)(this + 0x2d68);
  if ((((uVar1 != 0xffffffff) &&
       (puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar2 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar2 + 4) != 0)) {
    *(undefined4 *)(this + 0x2d68) = 0xffffffff;
  }
  CUtlLinkedList<Vector,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<Vector,unsigned_short>,unsigned_short>>
  ::RemoveAll((CUtlLinkedList<Vector,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<Vector,unsigned_short>,unsigned_short>>
               *)(this + 0x2d6c));
  CUtlMemory<UtlLinkedListElem_t<Vector,unsigned_short>,unsigned_short>::Purge
            ((CUtlMemory<UtlLinkedListElem_t<Vector,unsigned_short>,unsigned_short> *)
             (this + 0x2d6c));
  *(undefined2 *)(this + 0x2d7c) = 0xffff;
  *(undefined2 *)(this + 0x2d80) = 0;
  *(undefined2 *)(this + 0x2d82) = 0xffff;
  *(undefined4 *)(this + 0x2d84) = *(undefined4 *)(this + 0x2d6c);
  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)