L L4D2node

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 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)