L L4D2node

CSpatialPartition::Remove

0x001dbe40 · 29 bytes · __thiscall

_ZN17CSpatialPartition6RemoveEt

Decompiled

undefined (2 params)

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

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

{
  *(undefined2 *)((uint)param_1 * 0x34 + *(int *)(this + 0x10) + 0x1c) = 0;
  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)