L L4D2node

_GLOBAL__sub_I_UTIL_RemoveHierarchy

0x003b2530 · 308 bytes · unknown

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* UTIL_RemoveHierarchy(CBaseEntity*) */

void _GLOBAL__sub_I_UTIL_RemoveHierarchy(void)

{
  undefined4 *puVar1;
  
  vec2_origin._0_4_ = 0;
  vec2_origin._4_4_ = 0;
  vec4_origin._0_4_ = 0;
  vec2_invalid._0_4_ = 0x7f7fffff;
  vec2_invalid._4_4_ = 0x7f7fffff;
  vec4_origin._4_4_ = 0;
  vec4_origin._8_4_ = 0;
  vec4_origin._12_4_ = 0;
  vec4_invalid._0_4_ = 0x7f7fffff;
  vec4_invalid._4_4_ = 0x7f7fffff;
  vec4_invalid._8_4_ = 0x7f7fffff;
  vec4_invalid._12_4_ = 0x7f7fffff;
  UNSPECIFIED_LOGGING_COLOR._0_1_ = 0;
  UNSPECIFIED_LOGGING_COLOR._1_1_ = 0;
  UNSPECIFIED_LOGGING_COLOR._2_1_ = 0;
  UNSPECIFIED_LOGGING_COLOR._3_1_ = 0;
  func_tanktrain = &PTR_Create_00cd4950;
  puVar1 = (undefined4 *)EntityFactoryDictionary();
  (**(code **)*puVar1)(puVar1,&func_tanktrain,"func_tanktrain");
  CFuncTankTrain_DataDescInit::g_DataMapHolder = DataMapInit<CFuncTankTrain>((CFuncTankTrain *)0x0);
  tanktrain_aitarget = &PTR_Create_00cd4c98;
  puVar1 = (undefined4 *)EntityFactoryDictionary();
  (**(code **)*puVar1)(puVar1,&tanktrain_aitarget,"tanktrain_aitarget");
  CTankTargetChange_DataDescInit::g_DataMapHolder =
       DataMapInit<CTankTargetChange>((CTankTargetChange *)0x0);
  tanktrain_ai = &PTR_Create_00cd4ff8;
  puVar1 = (undefined4 *)EntityFactoryDictionary();
  (**(code **)*puVar1)(puVar1,&tanktrain_ai,"tanktrain_ai");
  CTankTrainAI_DataDescInit::g_DataMapHolder = DataMapInit<CTankTrainAI>((CTankTrainAI *)0x0);
  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.



        
        

⚠ This function has no mangled symbol — it may be internal/static. The Linux gamedata field uses @-prefix symbol resolution which requires an exported mangled name. You'll need a Linux byte signature for this one (extract via extract_signature.java).


          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)