CSpatialPartition::RemoveQueryCallback
0x001dbd20 · 67 bytes · __thiscall
_ZN17CSpatialPartition19RemoveQueryCallbackEP23IPartitionQueryCallback
Decompiled
undefined (2 params)
/* CSpatialPartition::RemoveQueryCallback(IPartitionQueryCallback*) */
void __thiscall
CSpatialPartition::RemoveQueryCallback(CSpatialPartition *this,IPartitionQueryCallback *param_1)
{
int iVar1;
int iVar2;
if (param_1 != (IPartitionQueryCallback *)0x0) {
iVar1 = *(int *)(this + 0x22c);
iVar2 = iVar1;
while (iVar2 = iVar2 + -1, -1 < iVar2) {
if (*(IPartitionQueryCallback **)(this + iVar2 * 4 + 0x220) == param_1) {
*(int *)(this + 0x22c) = iVar1 + -1;
*(undefined4 *)(this + iVar2 * 4 + 0x220) = *(undefined4 *)(this + iVar1 * 4 + 0x21c);
return;
}
}
}
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.