L L4D2node

CBSPTreeData::Remove

0x000bbc70 · 111 bytes · __thiscall

_ZN12CBSPTreeData6RemoveEt

Decompiled

undefined (2 params)

/* CBSPTreeData::Remove(unsigned short) */

void __thiscall CBSPTreeData::Remove(CBSPTreeData *this,ushort param_1)

{
  int iVar1;
  int iVar2;
  
  if (((int)(uint)param_1 < *(int *)(this + 0x20)) && (param_1 <= *(ushort *)(this + 0x32))) {
    iVar1 = (uint)param_1 * 0xc;
    iVar2 = *(int *)(this + 0x1c) + iVar1;
    if ((param_1 != *(ushort *)(iVar2 + 8)) || (param_1 == *(ushort *)(iVar2 + 10))) {
      RemoveFromTree(this,param_1);
      CUtlLinkedList<CBSPTreeData::HandleInfo_t,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CBSPTreeData::HandleInfo_t,unsigned_short>,unsigned_short>>
      ::Unlink((CUtlLinkedList<CBSPTreeData::HandleInfo_t,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CBSPTreeData::HandleInfo_t,unsigned_short>,unsigned_short>>
                *)(this + 0x1c),param_1);
      *(undefined2 *)(*(int *)(this + 0x1c) + 10 + iVar1) = *(undefined2 *)(this + 0x2c);
      *(ushort *)(this + 0x2c) = param_1;
    }
  }
  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)