L L4D2node

ED_Free

0x001d6c20 · 153 bytes · __cdecl

_Z7ED_FreeP7edict_t

Decompiled

undefined (1 param)

/* ED_Free(edict_t*) */

void ED_Free(edict_t *param_1)

{
  int iVar1;
  int iVar2;
  longdouble lVar3;
  
  if (DAT_003b8174 == 0) {
    Warning("ED_Free(0x%p) called after sv.edicts == NULL\n",param_1);
    raise(5);
    return;
  }
  if (((byte)*param_1 & 2) != 0) {
    return;
  }
  iVar2 = (int)param_1 - DAT_003b8174 >> 4;
  if ((0 < iVar2) && (iVar1 = CBaseServer::GetMaxClients((CBaseServer *)&sv), iVar2 <= iVar1)) {
    return;
  }
  (**(code **)(*serverGameEnts + 0xc))(serverGameEnts,param_1);
  *(uint *)param_1 = *(uint *)param_1 | 2;
  lVar3 = (longdouble)CBaseServer::GetTime((CBaseServer *)&sv);
  *(float *)(g_EdictFreeTime + iVar2 * 4) = (float)lVar3;
  *(int *)(param_1 + 4) = *(int *)(param_1 + 4) + 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)