L L4D2node

CDatacenter::OnCmdBatchReleased

0x0005c2d0 · 29 bytes · __cdecl

_ZN11CDatacenter18OnCmdBatchReleasedEP23CDatacenterCmdBatchImpl

Decompiled

undefined (1 param)

/* CDatacenter::OnCmdBatchReleased(CDatacenterCmdBatchImpl*) */

void CDatacenter::OnCmdBatchReleased(CDatacenterCmdBatchImpl *param_1)

{
  CUtlVector<CDatacenterCmdBatchImpl*,CUtlMemory<CDatacenterCmdBatchImpl*,int>>::FindAndRemove
            ((CUtlVector<CDatacenterCmdBatchImpl*,CUtlMemory<CDatacenterCmdBatchImpl*,int>> *)
             (param_1 + 0x20),(CDatacenterCmdBatchImpl **)&stack0x00000008);
  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)