CTerrorPlayer::Extinguish
0x009ca3c0 · 312 bytes · __thiscall
_ZN13CTerrorPlayer10ExtinguishEv
Decompiled
undefined (1 param)
/* CTerrorPlayer::Extinguish() */
void __thiscall CTerrorPlayer::Extinguish(CTerrorPlayer *this)
{
uint uVar1;
CBaseEntity *pCVar2;
undefined *puVar3;
int iVar4;
int iVar5;
int local_30 [8];
uVar1 = *(uint *)(this + 0x150);
CBaseEntity::RemoveFlag((CBaseEntity *)this,0x8000000);
if ((uVar1 & 0x8000000) != 0) {
local_30[0] = 0;
local_30[1] = 0;
local_30[2] = 0;
local_30[3] = 0;
local_30[4] = 0;
/* try { // try from 009ca45d to 009ca4ad has its CatchHandler @ 009ca500 */
GetAllChildren((CBaseEntity *)this,(CUtlVector *)local_30);
if ((local_30[3] != 0) && (iVar4 = local_30[3] + -1, -1 < iVar4)) {
iVar5 = iVar4 * 4;
do {
if (*(int *)(local_30[0] + iVar5) != 0) {
pCVar2 = (CBaseEntity *)
__dynamic_cast(*(int *)(local_30[0] + iVar5),&CBaseEntity::typeinfo,
&CEntityFlame::typeinfo,0);
if (pCVar2 != (CBaseEntity *)0x0) {
UTIL_Remove(pCVar2);
}
}
iVar4 = iVar4 + -1;
iVar5 = iVar5 + -4;
} while (iVar4 != -1);
}
local_30[3] = 0;
CUtlMemory<CBaseEntity*,int>::Purge((CUtlMemory<CBaseEntity*,int> *)local_30);
local_30[4] = local_30[0];
CUtlMemory<CBaseEntity*,int>::Purge((CUtlMemory<CBaseEntity*,int> *)local_30);
}
uVar1 = *(uint *)(this + 0x224);
if ((((uVar1 != 0xffffffff) &&
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) &&
(*(CBaseEntity **)(puVar3 + 4) != (CBaseEntity *)0x0)) {
UTIL_Remove(*(CBaseEntity **)(puVar3 + 4));
}
*(undefined4 *)(this + 0x32b0) = 0xffffffff;
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.