L L4D2node

CVEngineServer::RemoveEdict

0x0022c170 · 44 bytes · __thiscall

_ZN14CVEngineServer11RemoveEdictEP7edict_t

Decompiled

undefined (2 params)

/* CVEngineServer::RemoveEdict(edict_t*) */

void __thiscall CVEngineServer::RemoveEdict(CVEngineServer *this,edict_t *param_1)

{
  if (g_pServerPluginHandler != (undefined *)0x0) {
    (**(code **)(*(int *)g_pServerPluginHandler + 0x44))(g_pServerPluginHandler,param_1);
  }
  ED_Free(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)